View Full Version : Kelrugem's extensions
Asgurgolas
December 18th, 2021, 14:33
Is this necessary with Kel’s extension? Meaning, if you have the “Effect” Uncanny Dodge on, isn’t it’s sole effect is to prevent getting the flat-footed effect/label in the first place?
Kelrugem's extension's Uncanny Dodge only prevents the automatic flat-footed at the start of combat. Flat-footed still negates your dexterity bonus when applied (and if you're a monk or swordsage or duelist or whatever else, it also removes all those wisdom/intelligence bonuses to AC), thus I made it so it still adds those bonuses (also if the character has dodge bonuses from somewhere else it's adviceable to add'em too, such as "uncanny dodge; IF: flat-footed; AC: [DEX] [WIS]; AC: X (where x stands for your dodge bonus)"-
Especially in 3.5 there are lots of instances in which you can apply flat-footed on people in moments different than combat start (feints, swordsage maneuvers for example). True, if you know a given character has uncanny dodge you can just avoid applying the effect, but when your combat tracker has 6 characters, 2 NPCs and 8 enemies (with players bombarding you with questions) you can easily forget, that's why I set it up to work that way in the case I forget.
Kelrugem
December 18th, 2021, 14:38
Thanks for all the effects, I appreciate it and will look over them :) Once I added those to the forge page, I will also mention your names as contributors :)
About uncanny dodge: Indeed, right now it just prevents the automatic flat-footed at the start of the combat; however, the github version already has a fully automated uncanny dodge version :) Hence, the next release will already and hopefully cater for all situations :)
(but only uncanny dodge; the special thing coming from improved uncanny dodge not yet. Especially the level comparison of "barbarian" and "rogue" may not come that soon)
Croddwyn
December 18th, 2021, 16:12
(I thought CA was targetable)?
You could totally be right about that. I know that it works as I have it, but that's just copying the pattern I used in the other effects.
Asgurgolas
December 18th, 2021, 23:07
Thanks for all the effects, I appreciate it and will look over them :) Once I added those to the forge page, I will also mention your names as contributors :)
About uncanny dodge: Indeed, right now it just prevents the automatic flat-footed at the start of the combat; however, the github version already has a fully automated uncanny dodge version :) Hence, the next release will already and hopefully cater for all situations :)
(but only uncanny dodge; the special thing coming from improved uncanny dodge not yet. Especially the level comparison of "barbarian" and "rogue" may not come that soon)
Improved uncanny dodge could easily be done with a chain NIFT, such as setting "Improved Uncanny Dodge; L9 (to say "rogue or barbarian or warblade or whatever class or sum of classes with uncanny dodge up to 9"), then set your say, level 12 rogue with:
Sneak Attack; IF: CUSTOM (flanking); NIFT: CUSTOM (L20); NIFT: CUSTOM (L19); all the way 'till L8, which is the maximum level of improved uncanny dodge a 12th level rogue could sneak attack for, and you can just ignore lower levels); DMG: 6d6 precision"
it's pretty long but you actually just add it on flanking scripts (since improved uncanny dodge only triggers when being sneak-attacked from a flanking position) and forget it there. Then, by using the three effects I mentioned a few posts ago (and modifying the Flanking section with this Lx thing) it pretty much works. What I don't know is how much it could clog FGU's processing though
chaiwalla
December 22nd, 2021, 21:23
Not to beat dead horse, but for the purpose of playing around with effects: Another Sneak Attack Damage method, including feint's CA, stealth's CA, flanking and target having conditions that give "nodex" (stunned, etc...).
"Spell" effects:
Flanking; ATK: 2; TURNRE;
REMOVE: Flanking; ATK: 2; TURNRE;
Stealth; NIFT: CUSTOM (Uncanny Dodge); CA; TURNRE;
REMOVE: Stealth; NIFT: CUSTOM (Uncanny Dodge); CA; TURNRE;
Feint; CA; TURNRE;
REMOVE: Feint; CA; TURNRE;
Static:
IF: CUSTOM (Sneak); NIFT: nodex; DMG: 3d6 precision;
IF: CUSTOM (Flanking); Sneak;
IF: CUSTOM (CA); Sneak;
IFT: nodex; DMG: 3d6 precision;
The REMOVE and TURNRE (which ends the effect line at the end of the actors turn) from rhagelstrom's Better Combat Effects) I thought were "needed" as feint and successful stealth attacks are often one-shot deals. Feint gets around Uncanny Dodge, but CA from hiding/being invisible doesn't. Also (N)IFT: nodex; needs to be followed by a modifier, not a label word (i.e.: IFT: nodex; Sneak wasn't giving the label Sneak to trigger the IF: CUSTOM (Sneak).
50548
MostTornBrain
January 2nd, 2022, 16:00
Hi,
I'm using Pathfinder 1E.
There appears to be a bug when a critical threat occurs during an attack with an ATK effect in place in the combat tracker. When the critconfirm is rolled, the effect is added in (as it should be) however when the final crit result is reported, it adds the effect in again, effectively doubling whatever the effect was. Here is a screenshot showing the issue:
50670
As can be seen there, I added an ATK:1, which is reflected in the initial attack rolls ("EFFECTS+1") which for the die roll of 20, adds a total of +4 (+1 for the effect and +3 for the char's str bonus). Then, the crit confirm roll is made, and a 1 was rolled, and +4 was added (which includes the ATK:1 effect) for a result of 5. Then, the final chat line showing the crit result adds in "EFFECTS +1", changing the result to 6, which is incorrect.
I suspect the issue is related to the code in manager_action_attack.lua", around line 482 where it takes into account any effects for the crit confirm result. Should it really be doing this since the crit confirm roll already did?
If I unload the extension, things behave correctly, as can be seen in this screenshot. The critconfirm roll and the final critconfirm result are the same, as they should be:
50672
EDIT: looking at the two screenshots, there is also a discrepancy in the reporting of the crit confirm roll when the extension is loaded - it adds the effect in (as can be seen by the +4 added to the roll), but doesn't include the text "EFFECTS +1", which might be clue as to why the extension then adds the effect in again in the final crit result reporting line. When the extension is not loaded (as seen in the second screenshot) the "EFFECTS +1" message is added to the critconfirm roll and is not present in the final crit result line.
Cheers,
Brian
Kelrugem
January 2nd, 2022, 16:38
Hi,
I'm using Pathfinder 1E.
There appears to be a bug when a critical threat occurs during an attack with an ATK effect in place in the combat tracker. When the critconfirm is rolled, the effect is added in (as it should be) however when the final crit result is reported, it adds the effect in again, effectively doubling whatever the effect was. Here is a screenshot showing the issue:
50670
As can be seen there, I added an ATK:1, which is reflected in the initial attack rolls ("EFFECTS+1") which for the die roll of 20, adds a total of +4 (+1 for the effect and +3 for the char's str bonus). Then, the crit confirm roll is made, and a 1 was rolled, and +4 was added (which includes the ATK:1 effect) for a result of 5. Then, the final chat line showing the crit result adds in "EFFECTS +1", changing the result to 6, which is incorrect.
I suspect the issue is related to the code in manager_action_attack.lua", around line 482 where it takes into account any effects for the crit confirm result. Should it really be doing this since the crit confirm roll already did?
If I unload the extension, things behave correctly, as can be seen in this screenshot. The critconfirm roll and the final critconfirm result are the same, as they should be:
50672
EDIT: looking at the two screenshots, there is also a discrepancy in the reporting of the crit confirm roll when the extension is loaded - it adds the effect in (as can be seen by the +4 added to the roll), but doesn't include the text "EFFECTS +1", which might be clue as to why the extension then adds the effect in again in the final crit result reporting line. When the extension is not loaded (as seen in the second screenshot) the "EFFECTS +1" message is added to the critconfirm roll and is not present in the final crit result line.
Cheers,
Brian
Thanks for the report, I can take a look :) However, the problem may be that I was still not able yet to update my extension to the new ruleset version, so, it may come from that because my extensions are still for the older ruleset versions :) It may sadly still take a while until I can look at that
MostTornBrain
January 2nd, 2022, 18:51
Thanks for the report, I can take a look :) However, the problem may be that I was still not able yet to update my extension to the new ruleset version, so, it may come from that because my extensions are still for the older ruleset versions :) It may sadly still take a while until I can look at that
Comparing the changes introduced by the extension vs. what is in the current 3.5E Lua rule scripts, it appears that lines 480-492 in the extension's version of manager_action_attack.lua are not present in the 3.5E manager_action_attack.lua file nor are they designated by "--KEL" comment tags, so perhaps these are from the old ruleset version and should no longer be present?
As a quick test, I commented out those lines in my local copy of the extension and now crit confirms behave as expected, including adding the "EFFECTS +1" message to crit confirm roll rather than the crit confirm results message.
I used a project diff viewer to try to spot check any other potential significant divergence from the extension's copy of lua scripts vs. the 3.5E files and that was the only one that jumped out at me related to attack roll behavior.
Cheers,
Brian
Kelrugem
January 2nd, 2022, 19:41
Comparing the changes introduced by the extension vs. what is in the current 3.5E Lua rule scripts, it appears that lines 480-492 in the extension's version of manager_action_attack.lua are not present in the 3.5E manager_action_attack.lua file nor are they designated by "--KEL" comment tags, so perhaps these are from the old ruleset version and should no longer be present?
As a quick test, I commented out those lines in my local copy of the extension and now crit confirms behave as expected, including adding the "EFFECTS +1" message to crit confirm roll rather than the crit confirm results message.
I used a project diff viewer to try to spot check any other potential significant divergence from the extension's copy of lua scripts vs. the 3.5E files and that was the only one that jumped out at me related to attack roll behavior.
Cheers,
Brian
I recall that there was a change about that code precisely because of such a CC attack bug, so, that was probably fixed with the latest update and I need to include that now :)
Thanks for the investigation, I try to update (finally) my extension soon :)
dogfisc
January 3rd, 2022, 19:13
Nice work MostTornBrain; I had noticed that during my game Saturday but hadn’t tracked it down yet.
Kelrugem
January 8th, 2022, 17:57
Short update on what I am doing: I am slowly updating my extensions to the more recent versions of the code :) I may hopefully be done soon (TM). Thanks to SoxMax and Cristmo with helping updating my damage script to the newer script style
Some highlights of the next patch: Uncanny dodge and blind-fight automation (the latter builds on top of Bmos's code, thanks :) ), also introducing ethereal as condition since it counters some effects of blind-fight (but otherwise working similar to invisible) :)
REVERT: <damage type or all> as a new effect, this switches damage to heal and heal to damage (for that: REVERT: positiv, or all); thanks to SoxMax for helping me with some strange issue related to data bases :)
Better parsing of NPC effects, by RabidPaladin, thanks :) I may also add REVERT parsing for undead (w.r.t. negative and positive damage types)
And (dis)advantage effects just for certain things like attack :) Maybe also adding modifier buttons for (dis)advantage
and some other small thingies :)
(for clearance: Not yet uploaded, also not completely uploaded on GitHub yet)
Kelrugem
January 8th, 2022, 18:04
And also thanks to Superteddy and Moon Wizard in helping with the new modifier button style :) It helped to get along with these modifier buttons, so, I may add some now :D
Morenu
January 9th, 2022, 00:36
Trying to code the ELF sleep immunity. this did not seem to work. can anyone help?
IFTAG: sleep; SIMMUNE
Also, although this isn't specific to this mod, but figured this may be easy. I want an INIT bonus based on an ability bonus (say WIS) and I want to write it like this -
INIT: WIS
so a wisdom of 16 gives a +3 Initiative bonus. I have tried a bunch of things with no luck.
Thanks all
chaiwalla
January 9th, 2022, 04:19
Re: IFTAG: sleep; SIMMUNE
This looks correct. Check if the spell cast actually has “sleep” as a tag. I don’t think the Sleep spell automatically has it.
Also, I think it has to be INIT: [WIS]
Trying to code the ELF sleep immunity. this did not seem to work. can anyone help?
IFTAG: sleep; SIMMUNE
Also, although this isn't specific to this mod, but figured this may be easy. I want an INIT bonus based on an ability bonus (say WIS) and I want to write it like this -
INIT: WIS
so a wisdom of 16 gives a +3 Initiative bonus. I have tried a bunch of things with no luck.
Thanks all
Morenu
January 9th, 2022, 13:08
Re: IFTAG: sleep; SIMMUNE
This looks correct. Check if the spell cast actually has “sleep” as a tag. I don’t think the Sleep spell automatically has it.
Also, I think it has to be INIT: [WIS]
Thanks, the tag was missing, so that worked. still can't get WIS to add yo init.
bmos
January 9th, 2022, 13:41
Thanks, the tag was missing, so that worked. still can't get WIS to add yo init.You can't add it to the CT like that.
The [WIS] gets replaced by the appropriate number when the spell is cast.
Morenu
January 9th, 2022, 13:46
You can't add it to the CT like that.
The [WIS] gets replaced by the appropriate number when the spell is cast.
Ah, I was trying to make it a permanent character effect in the combat tab that wou9ld adjust automatically if they ever raise that stat. NBD, I can just code it to the current bonus.
BTW, I am LOVING the coding options in PFRPG
bmos
January 9th, 2022, 21:12
Ah, I was trying to make it a permanent character effect in the combat tab that wou9ld adjust automatically if they ever raise that stat. NBD, I can just code it to the current bonus.
BTW, I am LOVING the coding options in PFRPGUsing Advanced Effects? That's actually a good idea for future improvement. I'll try and add support for those tags to it eventually.
Morenu
January 9th, 2022, 23:06
Using Advanced Effects? That's actually a good idea for future improvement. I'll try and add support for those tags to it eventually.
:) I would also love to see a button change when a power is "on" like this pic I edited 50883
Kelrugem
January 10th, 2022, 14:01
In my prototype extension I have finally updated everything such that it is again compatible with the current FG version; so, I will probably upload it soon in the next days :)
The following things were added by SmiteWorks in the last patches which I needed to inherit (especially their lack in the current extension's version is a form of incompatibility):
1. CC rolls doubling ATK effects was fixed
2. Save DCs were not calculated correctly if scaled by caster level (especially the misc bonus was not applied)
3. And the size entries are now respecting multiple lines
So, these new features coming from SmiteWorks will be finally also incorporated into my extension :) I wanted to mention it because someone may still report these bugs fixed by SmiteWorks while it may be due to that my extension is currently not fully compatible and up-to-date :) (hence, always unload extensions first if you want to report a bug)
Svandal
January 10th, 2022, 17:12
In my prototype extension I have finally updated everything such that it is again compatible with the current FG version; so, I will probably upload it soon in the next days :)
The following things were added by SmiteWorks in the last patches which I needed to inherit (especially their lack in the current extension's version is a form of incompatibility):
1. CC rolls doubling ATK effects was fixed
2. Save DCs were not calculated correctly if scaled by caster level (especially the misc bonus was not applied)
3. And the size entries are now respecting multiple lines
So, these new features coming from SmiteWorks will be finally also incorporated into my extension :) I wanted to mention it because someone may still report these bugs fixed by SmiteWorks while it may be due to that my extension is currently not fully compatible and up-to-date :) (hence, always unload extensions first if you want to report a bug)
I am looking forward to it. Revert seems usefull
Kelrugem
January 10th, 2022, 23:16
Sooo, finally the update comes! :) First of all: Thank you all for your patience :) I thought my life is a bit less hectic after my PhD, but the life as a postdoctoral researcher seems to be busy, too :D
Special thanks to Bmos, SoxMax, Cristmo, Rabidpaladin, Superteddy57 and Moon Wizard for their help in various parts of the following update :)
Moreover: The cheat sheet becomes deprecated. The forge website will now be designed to be the manual for my extension, also now adding examples of effects at the bottom of the forge's description :) This forum thread will be now mainly for bug reports etc. (so, as usual), but you will see that I edited the first two posts: The first post is mainly for long-term users. For long-term users it may be tedious to look through the full description of the forge website. Therefore the first post of this thread will always show the latest major update(s), such that it is easy for long-term users to figure out the latest new features :)
The second post is mainly linking towards the original threads of my extension, where one can download the FGC versions if needed. I will probably deprecate these other threads, but I wait a bit because some people may use these other threads as a reminder for updates (in sense of, when I write something there, then users get notified)
Kelrugem
January 10th, 2022, 23:17
So, now the updates:
Updated to the newest ruleset version
Compatibility with Zarestia's spell record actions extension
Thanks to Rabidpaladin: Better NPC parsing of action and spell immunities, for example undead automaticall get their immunity against mindaffecting abilities, IFTAG: mindaffecting; SIMMUNE. Creature ability/spell immunities are parsed for constructs, dragons, elementals, ooze, plants, undead, and vermin.
Thanks to Rabidpaladin: New special damage type, resisthalved, for halving enemies resistance
Imported changes of the (dis)advantage extension: More aesthetic chat messages, showing dropped values, colouring dice (green for advantage, red for disadvantage), and the dice expression does now list the "non-doubled" dice (previously a d20 with advantage was shown as 2d20 while the result was just corresponding to 1d20 which was confusing to read but did not affect the calculations; now it shows instead as g20 (g for green) :) )
New effects supporting (dis)advantage just for certain actions:
Modifier
Value
Descriptor
Notes
ADVATK
(-)
[range], opportunity
(T), advantage on attack rolls
DISATK
(-)
[range], opportunity
(T), disadvantage on attack rolls
GRANTADVATK
(-)
[range], opportunity
(T), grants advantage on attack rolls made against effects' carrier
GRANTDISATK
(-)
[range], opportunity
(T), grants disadvantage on attack rolls made against effects' carrier
ADVINIT
(-)
-
Advantage on initiative rolls
DISINIT
(-)
-
Disadvantage on intiative rolls
ADVSAV
(-)
[save]
(T), advantage on saving throws
DISSAV
(-)
[save]
(T), disadvantage on saving throws
The KEEN effect got update, it is now compatible with IFTAG (as all effects should already be, but I missed KEEN previously), and it allows more descriptors:
Modifier
Value
Descriptor
Notes
KEEN
(-)
[range], opportunity
(T), doubles critical threat (originally by darrenan, thanks :) )
Improving IF logic. The base ruleset does currently not account target information (like, IF: invisible won't return true if invisible is a targeted effect.) Now it caters for such things, too.
Effects with damage types do now not just look at the first damage type, this just maters for DMG and DMGS effects. For example, in the base ruleset having the effect DMG: d6 fire; DMG: d10 fire, critical would originally lead to that the critical one will be merged with the non-crit one to fire, fire, critical dice. This leads mistakenly to that both fire damage dice will only be activated when having a crit. This is now fixed with this extension, avoiding erroneous merges of dice. (Originally this could be work-around'ed by using DMG: d6 fire; DMG: d10 critical, fire instead, since the merging only happens w.r.t. the first damage types)
Thanks to Bmos: There was a separate extension by Bmos catering for the advantage on melee miss chance rolls when having the blind-fight feat. I incorporated this and expanded it to the full automation of Blind-Fight and Uncanny Dodge. How it works: Add Blind-Fight to the feat list of the (N)PC (do not forget the hyphen), and Uncanny Dodge to the class abilities for PCs or to special qualities for NPCs. Blind-Fight gives advantage on melee miss chance rolls and negates the bonuses of melee attacks made by invisible creatures (so, no +2 and no combat advantage for the attacker). Uncanny Dodge negates own flat-footed effects and the attacker's combat advantage, if the attacker is invisible or has pressed the flat-footed modifier button.
New condition:
Condition
Description
Ethereal
Like invisible, but negating blind-fight
This effect is also listed in the effects' window under all the other condition buttons. You can use this condition for setting up spells like blink against which blind-fight does not help; however, uncanny dodge still works to negate the combat advantage of ethereal creatures.
The basic ruleset did not add range descriptors to the damage chat messages of spells, leading to that effects like DMGS could not be restricted to just melee or ranged spells even though the wiki lists that these effects allow range descriptors. The extension fixes this and adds automation of range descriptors w.r.t. spells
New effects:
Modifier
Value
Descriptor
Notes
REVERT
(-)
[damage type], all
(T), switches damage to heal and heal to damage; use REVERT: positive (or REVERT: all) to revert heals
VSFORTIF
(N)
-
(T), lowers all fortification effects of the opposed actor by the number N
A note about REVERT with respect to heals: It won't automatically cater for crits, and also not for injury damage if a failed save happened (for StrainInjury); these have to be handled manually right now. Reverted heals count as damage rolls having the damage types positive and spell. REVERT regarding damage rolls: I found it the most natural that REVERT is checked for after all damage effects affecting damage rolls are checked. Therefore, effects like IMMUNE and HRESIST lower the incoming damage roll and then it becomes reverted.
Automatic parsing of REVERT: positive; REVERT: negative for undead.
New damage type: vorpal. Add this damage type to critical damage dice to circumvent critical immunity. The basic ruleset blocks all critical dice if someone is immune to crits, although certain crits are still allowed; for example, mummies should still burn very well when using flaming burst. In that case use e.g. DMG: d10 fire, critical, vorpal, this defines a d10 fire damage die which is only activated by crits, and it will ignore critical immunity (but effects like fire immunity may still negate it).
Fun with modifier buttons! The injury modifier button in the StrainInjury version now automatically adds the damage type injury to all damage dice. Moreover, you see three new modifier buttons: Advantage and Disadvantage ones in the category "General". These give advantage and disadvantage, respectively, to the next roll, overwrite any (dis)advantage effect in the CT. The third new modifier button is Accuracy in the "Damage" category. This is similar to the opportunity button but with respect to damage rolls. The DMG(S) effects now allow a third descriptor, accuracy, and pressing that modifier button or the Ctrl key will activate such damage effects. For example, write DMG: d6 precision, accuracy, and let your rogue press Ctrl or the accuracy modifier button in order to activate such effects. With this you do not need to turn off and on your sneak attack effects, now simply press a button while rolling damage.
Note: This may make the previous IFT: nodex approach obsolete, it was actually already not catering for all situations which is why I decided to add a modifier button instead :) I will keep nodex though in case you are already using it. In the long run, full automation may be probably achieved by coding precisionsimilar to critical, that is, the attack roll determines whether or not precision damage should be applied, and the following damage rolls automatically use those. But that is difficult to code, especially since it cannot be a complete copy&paste of the code behind critical hits.
I decided to label the third button as accuracy instead of precision to avoid confusion with the damage type precision and to avoid that people think it works similar to critical mod button and its activation of critical effects, while one needs to add the accuracy as descriptor if one intends to use the corresponding button.
Last and best update: The chat announcement of my extensions now show the important and mighty kobold bard Deekin Scalesinger :)
I already uploaded these to the forge, but I still need to edit the descriptions :) Thanks to Chaiwalla, Asgurgolas, and Croddwyn for providing examples of effects which will now also be added to the forge description :) (though not all effects may get carried over, depending on whether something changed after this update :) )
Kelrugem
January 10th, 2022, 23:43
I also cleaned up the IFTAG code :) Now the tags are listed in the cast chat message :)
Actually, this whole update is about cleaning up my code (and while I looked at my code I obviously added new thingies :D) in order to have an easier start with finally adding skill actions. Cleaning my code was needed for an easier implementation for skill actions
Kelrugem
January 10th, 2022, 23:48
Oh, last but not least: Currently I cannot add modifier buttons to existing categories, hence, the accuracy button is listed in a separate Damage category; but Moon Wizard intends to release new API soon such that I can merge the categories :) Maybe already tomorrow, I do not know :)
Kelrugem
January 11th, 2022, 00:21
By the way, I am not sure whether it is a good decision that CA and GRANTCA can counter uncanny dodge; so, if you say it would be useful if uncanny dodge also prevents such effects, then please let me know :) (maybe only GRANTCA shall negate uncanny dodge?)
EDIT: Actually correct behaviour, thanks to Svandal's explanation :)
Kelrugem
January 11th, 2022, 00:35
Sorry for the spam of my posts :D Just a too big update :D
Looking at your examples you provided some pages ago, I think one can now code sneak attacks like:
NIFT: nodex; DMG: 3d6 precision, accuracy
IFT: nodex; DMG: 3d6 precision
So, one gets the sneak attack always if nodex applies. If the player triggers the accuracy as described above, then they get their sneak attack always, even if nodex fails to see that precision damage would be allowed (because of flanking or CA effects etc.). The NIFT assures that no stacking problems arise
Svandal
January 11th, 2022, 07:03
By the way, I am not sure whether it is a good decision that CA and GRANTCA can counter uncanny dodge; so, if you say it would be useful if uncanny dodge also prevents such effects, then please let me know :) (maybe only GRANTCA shall negate uncanny dodge?)
I do not think it is a good idea that uncanny dodge does negate the flat footed button at all. It makes it really hard or impossible to adjust it to flat footed after the hit was rolled and we forgot to apply it.
The only thing uncanny dodge prevents is at the start of combat before you act, and vs invisible.
It does not work vs everything else. Like feint, climbing. And there are a bunch of abilities that denies dex to ac.
Making the button not work in these situations sounds troublesome.
Kelrugem
January 11th, 2022, 08:07
I do not think it is a good idea that uncanny dodge does negate the flat footed button at all. It makes it really hard or impossible to adjust it to flat footed after the hit was rolled and we forgot to apply it.
The only thing uncanny dodge prevents is at the start of combat before you act, and vs invisible.
It does not work vs everything else. Like feint, climbing. And there are a bunch of abilities that denies dex to ac.
Making the button not work in these situations sounds troublesome.
Thanks for your reply :) Good to know, so, you say my approach to CA and GRANTCA fits then? I was unsure how to read the description of Uncanny Dodge (and I think it is the same text for 3.5e/PF1); one way to read it gave me the impression that flat-footed and invisible negation are just examples, but I decided that it should just negate flatfooted and invisibility stuff :) Hence, gladly the code works then correctly, I think :)
But good point about the modifier button. I thought a lot about it, too, it depends on whether or not one wants that the mod buttons are superior, a way to force some behaviour regardless of any rules coming from the code. Then yes, it may be better that the flatfooted button is not negated. The counterexample for me though was a player hitting an NPC without knowing that the NPC has uncanny dodge. Then they'd press that button for a flat-footed situation and accidentally apply that condition on the NPC.
Hence, why I thought the button should respect uncanny dodge, too, and one can then use CA effects for feint etc., and since the button mentions flatfooted and not general CA I thought people may not use that button for feint etc, but I am wrong in that probably :D
Maybe the best solution would be a separate CA modifier button? Adding modifier buttons is extremely easy now, I could do that very quickly, but I can also quickly adjust the behaviour of the FF button with uncanny dodge :) I may only wait for the new API which allows adding mod buttons to existing categories, such that it does not look so cluttered
Svandal
January 11th, 2022, 08:52
Thanks for your reply :) Good to know, so, you say my approach to CA and GRANTCA fits then? I was unsure how to read the description of Uncanny Dodge (and I think it is the same text for 3.5e/PF1); one way to read it gave me the impression that flat-footed and invisible negation are just examples, but I decided that it should just negate flatfooted and invisibility stuff :) Hence, gladly the code works then correctly, I think :)
But good point about the modifier button. I thought a lot about it, too, it depends on whether or not one wants that the mod buttons are superior, a way to force some behaviour regardless of any rules coming from the code. Then yes, it may be better that the flatfooted button is not negated. The counterexample for me though was a player hitting an NPC without knowing that the NPC has uncanny dodge. Then they'd press that button for a flat-footed situation and accidentally apply that condition on the NPC.
Hence, why I thought the button should respect uncanny dodge, too, and one can then use CA effects for feint etc., and since the button mentions flatfooted and not general CA I thought people may not use that button for feint etc, but I am wrong in that probably :D
Maybe the best solution would be a separate CA modifier button? Adding modifier buttons is extremely easy now, I could do that very quickly, but I can also quickly adjust the behaviour of the FF button with uncanny dodge :) I may only wait for the new API which allows adding mod buttons to existing categories, such that it does not look so cluttered
The rules for uncanny dodge are poorly worded, we misunderstood it for several years.
The flat footed condition only applies to characters that has not yet acted in combat.
https://www.d20pfsrd.com/gamemastering/conditions#TOC-Flat-Footed
Uncanny dodge helps in that case. And it helps vs invisible.
Most or all other abilities has the wording : "denied its Dexterity bonus to AC"
Uncanny dodge does not help vs those abilities, like climbing, swashbucklers superior feint, and others.
I am not sure what is the best way of doing modifier buttons and uncanny dodge, either way is fine I think.
Kelrugem
January 11th, 2022, 09:14
The rules for uncanny dodge are poorly worded, we misunderstood it for several years.
The flat footed condition only applies to characters that has not yet acted in combat.
https://www.d20pfsrd.com/gamemastering/conditions#TOC-Flat-Footed
Uncanny dodge helps in that case. And it helps vs invisible.
Most or all other abilities has the wording : "denied its Dexterity bonus to AC"
Uncanny dodge does not help vs those abilities, like climbing, swashbucklers superior feint, and others.
I am not sure what is the best way of doing modifier buttons and uncanny dodge, either way is fine I think.
Thanks for the explanation :)
Hm, thinking a bit about it, the FF button may be indeed mainly used for general CA then actually (since the start of the combat is just a moment of time, most of the time people are not flatfooted; at least it was rarer in my games). So, I either change the behaviour or I add a separate CA button (or I even relabel the FF button to CA) :) I will think a bit about it, maybe someone else has a better idea :)
Kelrugem
January 11th, 2022, 11:18
Another small update: Uncanny dodge now also negates every flat-footed/flatfooted effect on the carrier of the uncanny dodge ability :) (I completely forgot that there is also an effect for this; use GRANTCA if you want that the uncanny dodge person should loose Dex to AC. The automatic apply of flatfooted effects at the combat start is still suppressed in that case, but one could of course still manually apply such effects and I didn't think about that)
Updated the big update posts resembling that :)
bmos
January 11th, 2022, 14:55
Wow!! Great work Kelrugem!
Asgurgolas
January 11th, 2022, 15:34
*updates happily* Great, thanks :rv:
...and I get a nasty error :S
Any time I use a spell of effect, it doesn't work and I get "ERROR; script execution error: [string "scripts/manager_string.lua"]: 303: attempt to get length of local 'sToSplit' (a userdata value)
or same as above but "37: attempt to perform arithmetic on local 'nAdvantage' (a nil value)
or "361: attempt to perrform arithmetic on local 'nADVATK' (a nil value) when I try to use an attack
Kelrugem
January 11th, 2022, 15:48
*updates happily* Great, thanks :rv:
...and I get a nasty error :S
Any time I use a spell of effect, it doesn't work and I get "ERROR; script execution error: [string "scripts/manager_string.lua"]: 303: attempt to get length of local 'sToSplit' (a userdata value)
or same as above but "37: attempt to perform arithmetic on local 'nAdvantage' (a nil value)
or "361: attempt to perrform arithmetic on local 'nADVATK' (a nil value) when I try to use an attack
Did you turn off other extensions? The advanced effects extension by rmilmine and bmos is right now incompatible with my extension for example :) And the first error is also from another extension since I cannot reproduce it :) So, very likely incompatibilities now; beware, it was a very big patch from my side, it certainly introduces incompatibilities
Asgurgolas
January 11th, 2022, 15:49
ok let me try it out o.o
ok if I disable advanced effects it works. Thank you! *__*
Now I'll have to re-script all magic items again on every pc/npc but one can't have everything...
bmos
January 11th, 2022, 16:32
Advanced Effects update coming out later today or tomorrow :)
It's half done but I need to go to work!
Asgurgolas
January 11th, 2022, 16:50
I love you all <3
Kelrugem
January 11th, 2022, 17:15
Advanced Effects update coming out later today or tomorrow :)
It's half done but I need to go to work!
thanks a lot :D and sorry for the trouble with compatibility :)
Kelrugem
January 12th, 2022, 12:31
New Update for extended automation ones: There are new scripts for modifier buttons by SmiteWorks. Hence, the extension's buttons are now better sorted :)
Additionally, there is also a new Combat Adv. (Combat Advantage) modifier button in the "Attack" category. This negates Dex and dodge bonuses to the target's AC and negates dodge bonuses to reflex saves if one rolls the save manually from the sheet. So, this button is similar to the Flat-Footed button, however it won't get negated by Uncanny Dodge. There is an empty space right to this button, I had to do this because left of the concealment buttons are also empty fields added by the ruleset; I can sadly not get rid of the ruleset's empty fields and so it always looked nasty and that was the best solution I was able to find :)
Furthermore, I added extra code for compatibility with Zarestia's extension (now really :D)
Kelrugem
January 12th, 2022, 15:08
I accidentally labelled the extensions with the alternative overlays like the ones with the other overlays; shouldn't cause any problem except that the extensions are shown with the same name and may have been confusing :D I fixed it just now :)
Kelrugem
January 13th, 2022, 19:43
With the new update of the forge itself (improving interface of reviewing donations etc.) I just saw that some people donated :) Thanks a lot to these anonymous people :) I appreciate it :)
Kelrugem
January 13th, 2022, 23:10
Special thanks to Bmos, SoxMax, Cristmo, Rabidpaladin, Superteddy57 and Moon Wizard for their help in various parts of the following update :)
Thanks to Chaiwalla, Asgurgolas, and Croddwyn for providing examples of effects which will now also be added to the forge description :)
Oh, I should write a list about all people I want to thank, because I forgot one! Thanks to MostTornBrain of course, too, who made me aware of the incompatibility in the attack code :) I knew that I had to update to the newest ruleset version, but it of course helped me to pinpoint incompatibilities more quickly :)
Asgurgolas
January 14th, 2022, 02:06
Meow!
Morenu
January 16th, 2022, 22:46
How do you code an effect to give a bonus to over coming a targets spell resistance. CL: 2 gives a bonus of 2 to getting past spell resistance but also gives 2 dice to damage like a fireball. (Assuming under max dice allowed by level so a 6d6 FB would cast as a 8d6 fireball.)
Kelrugem
January 16th, 2022, 22:56
How do you code an effect to give a bonus to over coming a targets spell resistance. CL: 2 gives a bonus of 2 to getting past spell resistance but also gives 2 dice to damage like a fireball. (Assuming under max dice allowed by level so a 6d6 FB would cast as a 8d6 fireball.)
The effect you need would be CLC :) (caster level check) That is an official effect from the native ruleset actually :)
brendude
January 17th, 2022, 16:38
Hi firstly thanks for this great extension I've used for awhile now and it's great. For the past few weeks though I'm getting the following error when I try to roll dice with this extension enabled:
Script execution error: [string "scripts/manager_actions.lua"]:37: attempt to perform arithmetic on local 'nAdvantage' (a nil value)
I've singled out that this error only occurs when this extension is enabled.
Any idea?
Kelrugem
January 17th, 2022, 16:39
Hi firstly thanks for this great extension I've used for awhile now and it's great. For the past few weeks though I'm getting the following error when I try to roll dice with this extension enabled:
Script execution error: [string "scripts/manager_actions.lua"]:37: attempt to perform arithmetic on local 'nAdvantage' (a nil value)
I've singled out that this error only occurs when this extension is enabled.
Any idea?
Did you download the latest version from the forge? :) Also make sure that you have the latest version of rmilmine's and bmos's Advanced Effects extension :) (the combination of these two generated this error last week)
brendude
January 17th, 2022, 16:43
Did you download the latest version from the forge? :) Also make sure that you have the latest version of rmilmine's and bmos's Advanced Effects extension :) (the combination of these two generated this error last week)
I own both on the forge and have updated through FG. This should mean they're both up to date correct?
Kelrugem
January 17th, 2022, 17:00
I own both on the forge and have updated through FG. This should mean they're both up to date correct?
should be, if Bmos already pushed his version to the forge :)
Can you try to test just with my extension enabled? I tested and could not reproduce your error :)
Ah, also: Go into your /extensions folder and check whether you still have an Advanced Effects extension in the folder; Bmos's forge versions are now installing into the /vaults folder, not the /extensions one. But: Any version in the /extensions folder of an extension overwrites any version in the /vault. Hence, even if you update through the forge, a version of the extension in /extensions may still overwrite your updating :) So, the best may be to check whether you still have an old version installed :)
brendude
January 17th, 2022, 17:08
should be, if Bmos already pushed his version to the forge :)
Can you try to test just with my extension enabled? I tested and could not reproduce your error :)
Ah, also: Go into your /extensions folder and check whether you still have an Advanced Effects extension in the folder; Bmos's forge versions are now installing into the /vaults folder, not the /extensions one. But: Any version in the /extensions folder of an extension overwrites any version in the /vault. Hence, even if you update through the forge, a version of the extension in /extensions may still overwrite your updating :) So, the best may be to check whether you still have an old version installed :)
That fixed it! (Removing the Advanced Effects.ext from the folder). I was not aware of your point on bmos' extensions installing through the vault folder and FG overriding anything still existing in the Extensions folder. Is this only for bmos' extensions? Obviously I should remove all of his that are updating from the Forge/vault folder. Should I do so for yours and others as well?
Kelrugem
January 17th, 2022, 17:13
That fixed it! (Removing the Advanced Effects.ext from the folder). I was not aware of your point on bmos' extensions installing through the vault folder and FG overriding anything still existing in the Extensions folder. Is this only for bmos' extensions? Obviously I should remove all of his that are updating from the Forge/vault folder. Should I do so for yours and others as well?
My extensions still install into the /extensions directory, so, in my case it is not necessary :) But the dev can decide where the extension gets installed, but if you only use extensions from the forge, then the easiest may be to simply erase the whole /extensions folder and afterwards click update :) In that way you should only have the extensions in /extensions which should be actually there :)
brendude
January 17th, 2022, 17:13
Ok great thanks will do!
Kelrugem
January 17th, 2022, 17:14
Ok great thanks will do!
You're welcome :)
Kelrugem
January 22nd, 2022, 18:44
Ah, by the way: Would you all like it if I would add a module to my extension? This module would only contain a reference manual with precisely the information as given on the forge website, however it may take a while until I have done so (and it would also mean more maintenance for me)
bmos
January 22nd, 2022, 18:57
Ah, by the way: Would you all like it if I would add a module to my extension? This module would only contain a reference manual with precisely the information as given on the forge website, however it may take a while until I have done so (and it would also mean more maintenance for me)I prefer having it in the browser.
chaiwalla
January 22nd, 2022, 20:18
Ah, by the way: Would you all like it if I would add a module to my extension? This module would only contain a reference manual with precisely the information as given on the forge website, however it may take a while until I have done so (and it would also mean more maintenance for me)
I agree with bmos. There’s so much FGU stuff to keep track of - easier to have it bookmarked in a browser folder or as a document. I did like that word document/pdf you made at one point (summarizing everything in your extension). Handy to have a printed sheet sometimes :)
Kelrugem
January 22nd, 2022, 20:26
I prefer having it in the browser.
I agree with bmos. There’s so much FGU stuff to keep track of - easier to have it bookmarked in a browser folder or as a document. I did like that word document/pdf you made at one point (summarizing everything in your extension). Handy to have a printed sheet sometimes :)
Thanks both for your answers :) Oki, then I rather avoid a reference manual (would be too much maintenance, I think)
Oh, about the pdf: Should I bring this back? I still have it, just didn't update it with the newest effects :) I thought people would now maybe rather use the forge description :)
SoxMax
January 22nd, 2022, 21:50
The store page works fine for me.
Kelrugem
January 23rd, 2022, 01:26
New update! :)
Evasion and Improved Evasion now also show up in the effects' window as effects buttons; the effects' window is accessible in the upper right of the sidebar :)
Compatibility patch for advanced effects by Bmos and Rmilmine :) (Thanks to Bmos for suggesting some compatibility codes :) )
Also big thanks to SoxMax :) I am very happy to say that extended automation is now the first extension supporting the effect builder by SoxMax :) See here for information about the effect builder: https://forge.fantasygrounds.com/shop/items/457/view. That is, the effects of this extension will also show up in the effect builder if you also loaded the effect builder plus the plugin for 3.5E/PF1 (see the link about the effect builder for more information about the needed plugin; it is basically an effect wizard/generator which allows you to build effects with less need to be proficient with the effects' syntax). This is solely made by SoxMax, I just merged his suggestions for the code into the extension :D
The store page works fine for me.
thanks for the answer :)
SoxMax
January 23rd, 2022, 02:46
Kel is being too humble, he helped me design the process to add Effects from other extensions into the Effect Builder. Plus he has helped with bug testing of the Effect Builder.
Kelrugem
January 24th, 2022, 12:33
Just in case you wonder about the "recently updated" notifications on Forge: I updated the forge descriptions :) The effects tables are a bit better sorted now, and I added the definitions for all the abbreviations like (D) (similar to the wiki) :)
Kelrugem
February 3rd, 2022, 20:33
Thanks to SoxMax: New updates for extended automation and its variants :) More features added with respect to its compatibility with the effect builder, like more support for the (N)PC tags :) (some tags like the dice ones as in STR: [-1d6] are not yet implemented into the effect builder :) )
(For information about the effect builder see here: https://forge.fantasygrounds.com/shop/items/457/view :) )
RobboNJ69
February 10th, 2022, 01:43
Hello Kelrugem, I hope all is well. Any idea on the impact of the updates released soon?
We're trying to keep on top of when we can update based on the extensions we use and yours are a huge part of our game experience.
Thanks in advance!
Rob
Kelrugem
February 10th, 2022, 08:35
Hello Kelrugem, I hope all is well. Any idea on the impact of the updates released soon?
We're trying to keep on top of when we can update based on the extensions we use and yours are a huge part of our game experience.
Thanks in advance!
Rob
I think that my extensions are pretty safe regards the next beta/test release :) No complete guarantee, but I think my extensions do not need to be updated; and even if I need to update something, then it should be a pretty small change which I can then hopefully quickly do :)
(and thanks for the words :o)
The only problem may be that I move to Taipei on 28 Feb; if then this update is released and if I need to update a bit, then I might not be able to immediately look at it :) But as I said, I think there is not really any incompatibility right now :)
bmos
February 10th, 2022, 12:44
The only problem may be that I move to Taipei on 28 FebCongratulations! It's been a long wait!
Kelrugem
February 10th, 2022, 12:51
Congratulations! It's been a long wait!
hehe, thanks a lot :D
Arnagus
February 20th, 2022, 17:40
Hello Kelrugem,
can you please implement a small change to gently fail on cases where the function getDamageAdjust which you have overlaid with an extended version (and containing additional parameters) is called *without* those parameters? See here: https://www.fantasygrounds.com/forums/showthread.php?68831-Better-Combat-Effects&p=640903#post640903
Many thanks!
The change would be:
*** "Full OverlayPackage with alternative icons/scripts/manager_action_damage.lua.ORIG"
--- "Full OverlayPackage with alternative icons/scripts/manager_action_damage.lua"
***************
*** 1224,1229 ****
--- 1224,1236 ----
bApplyIncorporeal = true;
end
+ if not bImmune then
+ bImmune = {};
+ end
+ if not bFortif then
+ bFortif = {};
+ end
+
-- IF IMMUNE ALL, THEN JUST HANDLE IT NOW
-- KEL add new output
if bImmune["all"] then
Kelrugem
February 20th, 2022, 19:13
Hello Kelrugem,
can you please implement a small change to gently fail on cases where the function getDamageAdjust which you have overlaid with an extended version (and containing additional parameters) is called *without* those parameters? See here: https://www.fantasygrounds.com/forums/showthread.php?68831-Better-Combat-Effects&p=640903#post640903
Many thanks!
The change would be:
*** "Full OverlayPackage with alternative icons/scripts/manager_action_damage.lua.ORIG"
--- "Full OverlayPackage with alternative icons/scripts/manager_action_damage.lua"
***************
*** 1224,1229 ****
--- 1224,1236 ----
bApplyIncorporeal = true;
end
+ if not bImmune then
+ bImmune = {};
+ end
+ if not bFortif then
+ bFortif = {};
+ end
+
-- IF IMMUNE ALL, THEN JUST HANDLE IT NOW
-- KEL add new output
if bImmune["all"] then
Thank you very much for looking at that :)
If I see it correctly, then this is for compatibility with BCE? Yeah, my damage code is heavily changed, I rewrote all damage codes in such a way that they have to go through the function onDamage (instead of applyDamage), then these variables are built and not nil which is why I didn't put any if-clauses there :) This is due to the possible fortification bypass of the code.
I can look at implementing that; but on one hand I am very busy right now (moving to Taiwan soon) and on the other hand BCE might be therefore still incompatible with my extension due to what I described above. IMMUNE and FORTIF effects are checked in the function onDamage in my extension, so even if I solve these nil errors, the IMMUNE (and FORTIF) effects might still not work anymore if BCE and extended automation is loaded. They may not throw an error anymore, but the effects may be then simply ignored. I can try it out, but I think that this will sadly not fix the problem. BCE would probably need to channel their automation through onDamage instead to be compatible with my extension, I think. However, I may be wrong in that :)
(To change my approach via onDamage may be difficult and would need a major rewrite; not sure if it could be solved altogether from my side because the onDamage approach was needed for FORTIF)
Kelrugem
February 21st, 2022, 17:40
Hello Kelrugem,
can you please implement a small change to gently fail on cases where the function getDamageAdjust which you have overlaid with an extended version (and containing additional parameters) is called *without* those parameters? See here: https://www.fantasygrounds.com/forums/showthread.php?68831-Better-Combat-Effects&p=640903#post640903
Many thanks!
The change would be:
*** "Full OverlayPackage with alternative icons/scripts/manager_action_damage.lua.ORIG"
--- "Full OverlayPackage with alternative icons/scripts/manager_action_damage.lua"
***************
*** 1224,1229 ****
--- 1224,1236 ----
bApplyIncorporeal = true;
end
+ if not bImmune then
+ bImmune = {};
+ end
+ if not bFortif then
+ bFortif = {};
+ end
+
-- IF IMMUNE ALL, THEN JUST HANDLE IT NOW
-- KEL add new output
if bImmune["all"] then
Just a heads up, that Ryan seems to look at it :) (thanks :) ) (you may have seen it in the BCE thread)
Kelrugem
February 24th, 2022, 21:44
Just a reminder: Next week may be the next bigger patch and my extension(s) may break then. At that time I am moving to Taipei, so, I may be too busy looking at that immediately.
I actually wanted to look at updating my stuff today, but because of the war in Ukraine I didn't find the mood doing so. And probably won't in the next days
I want to take the opportunity to say a little bit about that: I am not an expert, but this is not a war between West and East. This is a war between democracies and autocracies/fascist states.
Hence: Care about each other, show solidarity to anyone supporting our democratic systems and who is in need of help. Stand up against anyone who wants to create an autocracy and attacks human rights. It is now more important than ever to stand up, and observe that there is a reason why many members of right-wing parties don't criticize Putin's move; ask yourself why certain political parties favor Putin's approach and do something against this, don't look away and don't accept this. Don't let the democratic voice die. The idea and success of a democracy is what autocrats like Putin truly fear since it can quickly spread over borders, which is also why he attacks Ukraine. Hence it is our job to keep up the democratic voice and one of the best and most effective things we can do now (especially as non-politicians with limited options). We need to act and improve as democracy, with regard to foreign affairs but also domestically. Regardless how far away you live, this whole subject and current ongoing is something everyone should care about
Take care!
Kelrugem
March 3rd, 2022, 16:23
The new bigger patch just dropped; I try to update my extensions as soon as possible, but I am still in my move to Taiwan (currently in a quarantine hotel, but I need to catch up some work right now)
Kelrugem
March 3rd, 2022, 16:27
(but the my extensions should not be affected that much; so, I think you do not need to worry if you already updated)
RobboNJ69
March 3rd, 2022, 16:31
Good luck with your new office and the move. Enjoy some new food!
Rob
Kelrugem
March 3rd, 2022, 16:37
Good luck with your new office and the move. Enjoy some new food!
Rob
Hehe, thank you :)
Kelrugem
March 11th, 2022, 17:45
Soo, next week I may be able to push updates :) (moving from my quarantine hotel into my flat then) Actually, there is soon some sort of minor/major patch next week again, so, it might be actually better that I waited with the updating, to avoid updating everything twice in a short time interval :D
Asgurgolas
March 13th, 2022, 13:48
I'll be waiting happily, then :d
RobboNJ69
March 15th, 2022, 01:14
Soo, next week I may be able to push updates :)
Thanks in advance!
dllewell
March 18th, 2022, 22:19
I've been playing around with default effects that get automatically created for creature types and have found some items that seem to be missing (at least from a Pathfinder 1E perspective). Below is the results from my testing. The line identified as 'Kel' is what is currently being created for the trait. The line identified as new is what should be created based on the details of the trait from the pathfinder rules. The header of each section shows the difference. Not sure if these we omitted on purpose but wanted to share what I had found.
Construct Traits -- Missing bleed, disease, stun
Kel - IFTAG: mindaffecting, death, necromancy, paralysis, poison, sleep; SIMMUNE
New - IFTAG: bleed, disease, mindaffecting, death, necromancy, paralysis, poison, sleep, stun; SIMMUNE
Elemental Traits -- Missing bleed, stun
Kel - IFTAG: paralysis, poison, sleep; SIMMUNE
New - IFTAG: bleed, paralysis, poison, sleep, stun; SIMMUNE
Ooze Traits -- Missing mindaffecting, stun
Kel - IFTAG: paralysis, poison, polymorph, sleep; SIMMUNE
New - IFTAG: mindaffecting, paralysis, poison, polymorph, sleep, stun; SIMMUNE
Plant Traits -- Missing polymorph, stun
Kel - IFTAG: mindaffecting, paralysis, poison, sleep; SIMMUNE
New - IFTAG: mindaffecting, paralysis, poison, polymorph, sleep, stun; SIMMUNE
Undead Traits -- Missing bleed, stun
Kel - IFTAG: mindaffecting, death, disease, paralysis, poison, sleep; SIMMUNE
New - IFTAG: mindaffecting, bleed, death, disease, paralysis, poison, sleep, stun; SIMMUNE
Kelrugem
March 19th, 2022, 04:15
I've been playing around with default effects that get automatically created for creature types and have found some items that seem to be missing (at least from a Pathfinder 1E perspective). Below is the results from my testing. The line identified as 'Kel' is what is currently being created for the trait. The line identified as new is what should be created based on the details of the trait from the pathfinder rules. The header of each section shows the difference. Not sure if these we omitted on purpose but wanted to share what I had found.
Construct Traits -- Missing bleed, disease, stun
Kel - IFTAG: mindaffecting, death, necromancy, paralysis, poison, sleep; SIMMUNE
New - IFTAG: bleed, disease, mindaffecting, death, necromancy, paralysis, poison, sleep, stun; SIMMUNE
Elemental Traits -- Missing bleed, stun
Kel - IFTAG: paralysis, poison, sleep; SIMMUNE
New - IFTAG: bleed, paralysis, poison, sleep, stun; SIMMUNE
Ooze Traits -- Missing mindaffecting, stun
Kel - IFTAG: paralysis, poison, polymorph, sleep; SIMMUNE
New - IFTAG: mindaffecting, paralysis, poison, polymorph, sleep, stun; SIMMUNE
Plant Traits -- Missing polymorph, stun
Kel - IFTAG: mindaffecting, paralysis, poison, sleep; SIMMUNE
New - IFTAG: mindaffecting, paralysis, poison, polymorph, sleep, stun; SIMMUNE
Undead Traits -- Missing bleed, stun
Kel - IFTAG: mindaffecting, death, disease, paralysis, poison, sleep; SIMMUNE
New - IFTAG: mindaffecting, bleed, death, disease, paralysis, poison, sleep, stun; SIMMUNE
Thank you very much :) I will add these then, and I will compare with 3.5E traits :)
(these were not omitted on purpose, I think, Rabidpaladin and I may have missed that when I implementing that :) )
Svandal
March 25th, 2022, 20:57
I have also found some default effects that get added automatically that are wrong and missing. It would be nice if these would be corrected:
(Pathfinder 1st edition ruleset)
Dragon and breath weapons in general
Spell resistance should not be allowed vs this
On save damage should be half
The dragon has:
IFTAG: sleep, paralysis, paralysis, sleep; SIMMUNE
The sleep and paralysis is there two times
All creatures:
The IFTAG, all the tags I have seen are doubled up now. See the dragon for an example.
Swarm traits.
Swarms that are tiny should have this effect:
HRESIST: slashing; HRESIST: piercing
Swarms that are dimunitive or fine should have this effect:
IMMUNE: bludgeoning; IMMUNE: slashing; IMMUNE: piercing
Swarms do have in all cases (or maybe 99% or cases) the distraction ability:
Distraction (Ex)
A creature with this ability can nauseate the creatures that it damages. Any living creature that takes damage from a creature with the distraction ability is nauseated for 1 round; a Fortitude save (DC 10 + 1/2 creature’s HD + creature’s Con modifier) negates the effect.
Format: distraction (DC 14); Location: Special Attacks.
Whould then be nice to have this automatically added in the spell section.
Cast: Spell resistance not applied. Fortitude save negate.
Effect: Distraction; nauseated (1 round)
Croddwyn
March 25th, 2022, 23:23
I've been playing around with default effects that get automatically created for creature types and have found some items that seem to be missing (at least from a Pathfinder 1E perspective). Below is the results from my testing. The line identified as 'Kel' is what is currently being created for the trait. The line identified as new is what should be created based on the details of the trait from the pathfinder rules. The header of each section shows the difference. Not sure if these we omitted on purpose but wanted to share what I had found.
Construct Traits -- Missing bleed, disease, stun
Kel - IFTAG: mindaffecting, death, necromancy, paralysis, poison, sleep; SIMMUNE
New - IFTAG: bleed, disease, mindaffecting, death, necromancy, paralysis, poison, sleep, stun; SIMMUNE
Elemental Traits -- Missing bleed, stun
Kel - IFTAG: paralysis, poison, sleep; SIMMUNE
New - IFTAG: bleed, paralysis, poison, sleep, stun; SIMMUNE
Ooze Traits -- Missing mindaffecting, stun
Kel - IFTAG: paralysis, poison, polymorph, sleep; SIMMUNE
New - IFTAG: mindaffecting, paralysis, poison, polymorph, sleep, stun; SIMMUNE
Plant Traits -- Missing polymorph, stun
Kel - IFTAG: mindaffecting, paralysis, poison, sleep; SIMMUNE
New - IFTAG: mindaffecting, paralysis, poison, polymorph, sleep, stun; SIMMUNE
Undead Traits -- Missing bleed, stun
Kel - IFTAG: mindaffecting, death, disease, paralysis, poison, sleep; SIMMUNE
New - IFTAG: mindaffecting, bleed, death, disease, paralysis, poison, sleep, stun; SIMMUNE
I believe we left off some because they weren't damage types at the time. Or I missed that they were valid damage types... :) I do know I skipped the mind affecting immunity on oozes because it includes an intelligence check to know if it's valid. We might could tie that into a check for the Mindless trait because that's what adds it.
Kelrugem
March 26th, 2022, 04:22
I have also found some default effects that get added automatically that are wrong and missing. It would be nice if these would be corrected:
(Pathfinder 1st edition ruleset)
Dragon and breath weapons in general
Spell resistance should not be allowed vs this
On save damage should be half
The dragon has:
IFTAG: sleep, paralysis, paralysis, sleep; SIMMUNE
The sleep and paralysis is there two times
All creatures:
The IFTAG, all the tags I have seen are doubled up now. See the dragon for an example.
Swarm traits.
Swarms that are tiny should have this effect:
HRESIST: slashing; HRESIST: piercing
Swarms that are dimunitive or fine should have this effect:
IMMUNE: bludgeoning; IMMUNE: slashing; IMMUNE: piercing
Swarms do have in all cases (or maybe 99% or cases) the distraction ability:
Distraction (Ex)
A creature with this ability can nauseate the creatures that it damages. Any living creature that takes damage from a creature with the distraction ability is nauseated for 1 round; a Fortitude save (DC 10 + 1/2 creature’s HD + creature’s Con modifier) negates the effect.
Format: distraction (DC 14); Location: Special Attacks.
Whould then be nice to have this automatically added in the spell section.
Cast: Spell resistance not applied. Fortitude save negate.
Effect: Distraction; nauseated (1 round)
Thank you :)
Yeah, the doubled tags seem to be an incompatibility with most current ruleset :) Sadly, there is so much going on in my life right now that I am not able to find time for coding right now. I hope I am able to take a look soon.
About the breath weapon though: I, as far as I remember, did not change anything with respect to these; breath weapons are not automatically created within this extension :) So, as in the base ruleset. Or was that a feature request to have an automatic parsing of a breath weapon for dragons?
Svandal
March 26th, 2022, 06:21
Thank you :)
Yeah, the doubled tags seem to be an incompatibility with most current ruleset :) Sadly, there is so much going on in my life right now that I am not able to find time for coding right now. I hope I am able to take a look soon.
About the breath weapon though: I, as far as I remember, did not change anything with respect to these; breath weapons are not automatically created within this extension :) So, as in the base ruleset. Or was that a feature request to have an automatic parsing of a breath weapon for dragons?
Oh, maybe the breath weapon automatic creation is from a bmos extension then. I will look into it, I was just so sure it was this extension that I did not test and see what extension that did that 😃
Kelrugem
March 26th, 2022, 07:31
Oh, maybe the breath weapon automatic creation is from a bmos extension then. I will look into it, I was just so sure it was this extension that I did not test and see what extension that did that
hehe, no worries :D
bmos
March 26th, 2022, 12:48
Yes, my Upgrade NPC Actions extension creates a breath weapon action (although it can only parse for a few attributes). It is supposed to detect "for half" in the save description and make it do half on a save, so if that isn't happening just send me the statblock and I'll see why. Preferably in my thread instead of Kels :)
Kelrugem
April 1st, 2022, 02:50
Just a small update: Sorry, I was not yet able to update anything :) My life in Taiwan is still so new that I am only able to catch up sleep once I have free time :D This weekend is an extended weekend in Taiwan, I may be then able to push updates, I hope :)
Asgurgolas
April 1st, 2022, 23:10
Just a small update: Sorry, I was not yet able to update anything :) My life in Taiwan is still so new that I am only able to catch up sleep once I have free time :D This weekend is an extended weekend in Taiwan, I may be then able to push updates, I hope :)
:o :) ;) :p
Morenu
April 3rd, 2022, 01:12
ok, I can't figure out the difference between these 2 and know which one we should be using... anyone able to help (I assume I am just tired and missing it)
Feature: Extended automation and overlays (first! :D)
https://forge.fantasygrounds.com/shop/items/1/view
And
Feature: Extended automation and alternative overlays
https://forge.fantasygrounds.com/shop/items/29/view
bmos
April 3rd, 2022, 03:24
ok, I can't figure out the difference between these 2 and know which one we should be using... anyone able to help (I assume I am just tired and missing it)
Feature: Extended automation and overlays (first! :D)
https://forge.fantasygrounds.com/shop/items/1/view
And
Feature: Extended automation and alternative overlays
https://forge.fantasygrounds.com/shop/items/29/view
They just have different icons.
Alternate: https://forge.fantasygrounds.com/images/f54eb5a9b4dabfef2954f69b6c9b5a41.png
Original: https://forge.fantasygrounds.com/images/0e37dfd7fdf384e612ab3513fb73b3bd.png
Morenu
April 3rd, 2022, 06:49
wow... ok. LOL thanks
Kelrugem
April 3rd, 2022, 07:27
Hehe :)
The very first sentence of the forge descriptions (after the small text information) actually explains it :D
bmos
April 3rd, 2022, 12:23
Hehe :)
The very first sentence of the forge descriptions (after the small text information) actually explains it :DThe language is not very helpful in understanding that sentence, unfortunately. Probably lost in translation.
Try this:
1. For a version with alternative icons (https://forge.fantasygrounds.com/images/f54eb5a9b4dabfef2954f69b6c9b5a41.png) for the status overlays instead of the original icons (https://forge.fantasygrounds.com/images/0e37dfd7fdf384e612ab3513fb73b3bd.png), see Extended automation and alternative overlays (https://forge.fantasygrounds.com/shop/items/29/view)
2. For versions for the homebrew StrainInjury hitpoints system, look at StrainInjury plus extended automation and overlays (https://forge.fantasygrounds.com/shop/items/31/view) and StrainInjury plus extended automation and alternative overlays (https://forge.fantasygrounds.com/shop/items/24/view).
Kelrugem
April 3rd, 2022, 12:42
The language is not very helpful in understanding that sentence, unfortunately. Probably lost in translation.
Try this:
1. For a version with alternative icons (https://forge.fantasygrounds.com/images/f54eb5a9b4dabfef2954f69b6c9b5a41.png) for the status overlays instead of the original icons (https://forge.fantasygrounds.com/images/0e37dfd7fdf384e612ab3513fb73b3bd.png), see Extended automation and alternative overlays (https://forge.fantasygrounds.com/shop/items/29/view)
2. For versions for the homebrew StrainInjury hitpoints system, look at StrainInjury plus extended automation and overlays (https://forge.fantasygrounds.com/shop/items/31/view) and StrainInjury plus extended automation and alternative overlays (https://forge.fantasygrounds.com/shop/items/24/view).
Indeed, if one does not yet know about the overlays (like when one reads the text the first time), then it is difficult to understand :)
Thanks, I will try to update that part of the text soon :)
Kelrugem
April 7th, 2022, 02:41
So, a few things I have already updated last weekend :) Not yet finished (and I also need to look at several requests, too), but it is not like that it will be difficult to update the extension :) All the other extensions got already updated (like height) some days ago :)
Asgurgolas
April 8th, 2022, 09:16
GREAT! I'll update tomorrow then <3 (since I have a game tonight, I learned to NEVER update on the same day I play hahah)
Thank you!
Kelrugem
April 8th, 2022, 12:06
GREAT! I'll update tomorrow then <3 (since I have a game tonight, I learned to NEVER update on the same day I play hahah)
Thank you!
Yeah, but beware the big extension (extended automation) is not yet updated :D I hope I can finish its update this weekend :) But all other extensions are now updated
Asgurgolas
April 8th, 2022, 12:27
Yeah, but beware the big extension (extended automation) is not yet updated :D I hope I can finish its update this weekend :) But all other extensions are now updated
then I'll wait some more :P
I'm still on 4.1.13 so it's not like one more week will be harmful :D
zkais
April 9th, 2022, 16:05
Quick question, I just not sure if i missed anything that addressed this in the thread (It's freaking huge... LOL) ... but up to about 2 or 3 weeks ago, my "Alignment" effect now no longer works.
for example, if i had cast: "Protection from Evil", I had the effect like this
Protection from Evil; IFT: alignevil; AC: 2 deflection; SAVE: 2 resistance
Also, having the same isse with "Holy" & "Unholy" weapon descriptions when it comes to recognizing alignment for bonus damage....
but now, it seems that it no longer recongnizes "Alignment" ... and just applying it willy nilly. So, is there something that i messed up on or has it changed in someway?
would really appreciate any info to help me fix this.... thanks
===================================
BTW: i use these extensions (Forge), so i not sure if its due to lack up updates on some of them or if its just what not as to why only this effect has quit working
Extended automation and overlays
Constant Effect Apply
Advanced Effects
bmos
April 9th, 2022, 16:53
not sure if i missed anything that addressed this in the thread (It's freaking huge... LOL) ... but up to about 2 or 3 weeks ago, my "Alignment" effect now no longer works.The posts directly above your post discuss how this extension is not yet updated to be compatible with the new ruleset updates (which came out in early March). This is likely why.
zkais
April 9th, 2022, 17:52
AH OK ... I was just curious, due to fact my others based on TYPE, SIZE, etc... were working... I just didn't know why ALIGN was the only one effected. Thanks for heads up
bmos
April 9th, 2022, 18:09
AH OK ... I was just curious, due to fact my others based on TYPE, SIZE, etc... were working... I just didn't know why ALIGN was the only one effected. Thanks for heads upThe other thing is your example says "IFT: alignevil;" but it should be "IFT: ALIGN(evil);"
Kelrugem
April 9th, 2022, 18:12
Actually, I am just about updating the extension, and there should be actually no incompatibility like that :) As Bmos suggested, you should write ALIGN(evil) :) you have to add the brackets
Kelrugem
April 9th, 2022, 18:30
All creatures:
The IFTAG, all the tags I have seen are doubled up now. See the dragon for an example.
I am looking at that right now :)
I observed that I do not get that for all dragons, just the ones which also list paralysis and sleep immunity in their SQ. This is now some problem: I parse the SIMMUNE stuff by the information in the SQ and the NPC type. Thence, it is doubled :) I need to add some code which checks for doubled tags, I think :)
Kelrugem
April 9th, 2022, 20:41
Finally! I updated the extended automations to the newest version of FG :) In fact, there was no incompatibility all the time, I just needed to add some cleanups and stuff like that, but there should have been no problem in updating FG :)
The new thingies (not a lot, just small stuff):
Update for height and custom shortcuts:
Settings are now also adjustable for players individually. For example, they can choose their own preferred size of the height label :)
Update for extended automation ones:
Better compatibility with Bmos's ammunition manager, thanks to Bmos :)
Revisited NPC immunity parsings. Notes: Dragon immunities are actually just against magical sleep and paralysis effects which is not catered; wave SIMMUNE manually in non-magical situations (simply ignore SIMMUNE then) or adjust the effect to a version which checks the "magic" via a tag. Ooze with intelligence are not immune to mind-affecting, so, in case of intelligent oozes erase that part of the effect. The immunity against physical ability damage of undead is currently not parsed (unsure about suitable tag in that case). I think and hope that this is the most convenient version :)
Tags cannot arise anymore more than once in the immunity effects
Crit confirm rolls of an attack which was affected by (dis)advantage carried the (dis)advantage description of the original attack roll. Fixed :)
@Dllwell: In fact, constructs and undead are not immune against bleed in general (there are of course exceptional bleed attacks! :D), their type information does not mention it, hence, I skipped that immunity :) Thanks for letting me know again that the parsings were not perfect :) Oozes are immune against bleed (but only in PF1, not 3.5E)
@Svandal: I will add better swarm parsing later on :) Thanks for letting me know about the double-tags :)
It is very late here now, I really need to go to bed; so, I hope everything will work for you while I sleep :D
RobboNJ69
April 10th, 2022, 16:38
Thank you very much for your work maintaining all the awesome plugins!
Kelrugem
April 10th, 2022, 23:31
Thank you very much for your work maintaining all the awesome plugins!
thanks for the words :o
Morenu
April 28th, 2022, 23:32
Is there aa way to give a bonus to all ranged touch / Melee touch spell attacks (like CL:2 or ATK:2 but like RT:2?) other than modifying each spell?
Kelrugem
April 29th, 2022, 01:36
Is there aa way to give a bonus to all ranged touch / Melee touch spell attacks (like CL:2 or ATK:2 but like RT:2?) other than modifying each spell?
There is no way to touch the descriptor "touch" :D
However, if it is only about spells, and spells usually have only touch attacks, then you could for example write IFTAG: spell; ATK: 2 :) Weapon spells should be then not designated as spells (and I think they aren't technically? Sorry, the last game I ran is still years ago, my knowledge about rules is extremely rusty), so, there should be no conflict; in the worst case you could add a tag to those spells you want to affect, but that sounds a bit tedious in that regard :) Hence, just using IFTAG: spell may be the easiest :)
(what is RT by the way?)
Morenu
April 29th, 2022, 02:06
Ahhh.. yes IFTAG: spell; ATK: 2 should work! excellent. The RT was me saying a fake variable for Ranged Touch. Thank you!
Kelrugem
April 29th, 2022, 02:59
Ahhh.. yes IFTAG: spell; ATK: 2 should work! excellent. The RT was me saying a fake variable for Ranged Touch. Thank you!
Ah, I see :D You're welcome :)
Morenu
May 1st, 2022, 12:58
ok, trying to do poisons that reduce ability scores by 1d2 points per round.
from the wiki:
DEX (N) [bonus] Dexterity modifier
CON (N) [bonus] Constitution modifier
I want to do:
DEX:-1d2
each round until a save but It looks like I can only do numbers?
and even doing DEX:-1, I can't seem to get the multi round effect to stack (-1 dex/round until save)
and I am not sure where the best place to ask these questions is, If it should be in another post please let me know :)
I want to do:
DEX:-1d2
each round until a save but It looks like I can only do numbers?Dice in effects are only parsed when you add the effect from the character sheet. If you're typing it in the combat tracker, it will not work.
Kelrugem
May 1st, 2022, 13:57
Additionally to Bmos's answer: There are also square brackets missing, it should be DEX: [-1d2] :) Then apply that from a sheet each time a save fails :)
About the stacking problem: Either edit the effect to accumulate it (the manual solution), or look at this extension: https://forge.fantasygrounds.com/shop/items/407/view (the MULTI effect is needed)
dllewell
May 1st, 2022, 15:32
Using Kelrugem's extension and the 'PF Effect Removal Extension' he referenced above, this is the effect I use
MULTI: Poison;DEX:[-1d2]
Morenu
May 1st, 2022, 17:17
Thanks everyone. that helped. slowly learning.
I need a cheat sheet with examples that includes all the original and most used mods grouped together. LOL And understanding some of the more advanced terminology for how FG works via advanced effects vs CT
Kelrugem
May 1st, 2022, 18:08
Thanks everyone. that helped. slowly learning.
I need a cheat sheet with examples that includes all the original and most used mods grouped together. LOL And understanding some of the more advanced terminology for how FG works via advanced effects vs CT
Yeah, some advanced manual on all the stuff would be nice :) Maybe even as reference manual inside FG, or some tutorial campaign (where pop-up windows are used)
Though the wiki has some nice tutorials :) I am not sure whether it goes into such details
Morenu
May 3rd, 2022, 02:47
Yeah, some advanced manual on all the stuff would be nice :) Maybe even as reference manual inside FG, or some tutorial campaign (where pop-up windows are used)
Though the wiki has some nice tutorials :) I am not sure whether it goes into such details
Not a Manual but I put together 4 extensions and the wiki into the start of a google sheet... if it is helpful to anyone feel free to copy and make it useful (its a mess atm)
PF1E Coding Effects google sheet (https://docs.google.com/spreadsheets/d/1fqXBkNwe7Akz__xgBe86_czdpaVoRP_cSdJzD5mUMoE/edit?usp=sharing)
If anyone wants editing rights to the file (instead of just copying it for yourself) just pm me an email to add to the share list
Kelrugem
May 3rd, 2022, 15:12
Not a Manual but I put together 4 extensions and the wiki into the start of a google sheet... if it is helpful to anyone feel free to copy and make it useful (its a mess atm)
PF1E Coding Effects google sheet (https://docs.google.com/spreadsheets/d/1fqXBkNwe7Akz__xgBe86_czdpaVoRP_cSdJzD5mUMoE/edit?usp=sharing)
If anyone wants editing rights to the file (instead of just copying it for yourself) just pm me an email to add to the share list
Nice, thanks a lot for creating that :)
Morenu
May 3rd, 2022, 15:25
Nice, thanks a lot for creating that :)
NP, Its messy ATM, but I think I got all the extensions I use and know work together. Hopefully someone with better design skills will clean it up. :)
Asgurgolas
June 25th, 2022, 01:36
I just found out there is a weird issue with the "vorpal" command. It works as intended ONCE, then from that moment onward, the target becomes completely vulnerable to critical damage, even if I afterwards remove the vorpal thing. In the image below you can see the tests I did: 1st attack (just a random crit against an undead with "IMMUNE" on crits). We see 25 damage, of which only 7 land on target.
Second line we see the actual Vorpal effect kicking in for 10 extra damage (and we see how only the 3 main damage from 2d6 plus 10 land)
Then things get weird: on 3rd and 4th lines, the FULL damage passes in, not just the 2d6+vorpal.
Also (it doesn't show on screen though, but I can get one if you want) as I said, criticals still land on target even if I *removed* the "DMG: 10 vorpal, critical" from the tracker. Tried both "vorpal, critical" and "critical, vorpal" to be sure
53285
Any ideas? At first I thought it could be a compatibility issue with some other extension, but I haven't gotten anything new lately and the problem persists (I'm stil testing around though)
Kelrugem
June 25th, 2022, 04:04
I just found out there is a weird issue with the "vorpal" command. It works as intended ONCE, then from that moment onward, the target becomes completely vulnerable to critical damage, even if I afterwards remove the vorpal thing. In the image below you can see the tests I did: 1st attack (just a random crit against an undead with "IMMUNE" on crits). We see 25 damage, of which only 7 land on target.
Second line we see the actual Vorpal effect kicking in for 10 extra damage (and we see how only the 3 main damage from 2d6 plus 10 land)
Then things get weird: on 3rd and 4th lines, the FULL damage passes in, not just the 2d6+vorpal.
Also (it doesn't show on screen though, but I can get one if you want) as I said, criticals still land on target even if I *removed* the "DMG: 10 vorpal, critical" from the tracker. Tried both "vorpal, critical" and "critical, vorpal" to be sure
53285
Any ideas? At first I thought it could be a compatibility issue with some other extension, but I haven't gotten anything new lately and the problem persists (I'm stil testing around though)
Thanks a lot :) I was able to reproduce, though for me it does not even work in the first roll (the critical weapon damage is already proceeded in the first roll, too) :) Very strange issue, I am not sure if I can fix it; it can take several weeks until I can look at it, so I'd suggest not using this damage type for now :)
I think a previous update may have messed with it because I may not have been careful, or I simply missed a ruleset update and my extension is currently not compatible :D
Asgurgolas
June 25th, 2022, 13:17
Alright I'll just wait (though being an undead heavy campaign, all of my players kind of have something that needs it, I can do without for a while)
Kelrugem
July 4th, 2022, 13:57
Hi all :)
Sorry that I am a bit quiet right now, I started a Chinese language course here and it occupies my whole free time right now (imagine writing Chinese characters for over three hours a day :D).
Next week is a new big FG update. I am not sure if my code will be affected, but be aware of this. I may not be able to update in time because of my Chinese homework :) However, my first Chinese course finishes next week, and then there is a break of some months :) So, I hope I will be able to update my extensions next week then :)
Alright I'll just wait (though being an undead heavy campaign, all of my players kind of have something that needs it, I can do without for a while)
I try to fix that next week, too :)
bmos
July 4th, 2022, 16:11
Hi all :)
Sorry that I am a bit quiet right now, I started a Chinese language course here and it occupies my whole free time right now (imagine writing Chinese characters for over three hours a day :D).
Next week is a new big FG update. I am not sure if my code will be affected, but be aware of this. I may not be able to update in time because of my Chinese homework :) However, my first Chinese course finishes next week, and then there is a break of some months :) So, I hope I will be able to update my extensions next week then :)
I try to fix that next week, too :)Your code will DEFINITELY be affected in some ways. At the very least, addNPC and addPC are handled quite differently.
Kelrugem
July 4th, 2022, 16:34
Your code will DEFINITELY be affected in some ways. At the very least, addNPC and addPC are handled quite differently.
Ah, thanks for the heads-up :)
Asgurgolas
July 4th, 2022, 19:21
Chinese... Ain't that a pretty hard language to learn? (I did have to learn a few terms in the past).... Don't feel too pressured about fixing though, if you're already busy :P
Kelrugem
July 5th, 2022, 01:39
Chinese... Ain't that a pretty hard language to learn? (I did have to learn a few terms in the past).... Don't feel too pressured about fixing though, if you're already busy :P
It is difficult to learn, especially because of its pronunciation :) But it is a lot of fun to learn it, especially reading and writing it :)
Asgurgolas
July 5th, 2022, 11:27
My Tuina teacher always spoke chinese, so we had an interpreter to translate for us. During the 5 years I *might* have figured out a few words, and even today I'm not really sure hahah
dllewell
July 6th, 2022, 01:52
I feel like I'm missing something basic but can't quite get this to work. Help!!!
I'm attempting to create and effect that does ongoing damage at the rate of 1 per every odd caster level (I.E. 1 at 1st, 2 at 3rd, 3 at 5th, etc). But I can't seem to figure out how to do that.
DMGO:[HCL] and DMGO:[d2CL] both increase damage at every even level. But I can't figure out the syntax for every odd level.
Morenu
July 6th, 2022, 02:14
I feel like I'm missing something basic but can't quite get this to work. Help!!!
I'm attempting to create and effect that does ongoing damage at the rate of 1 per every odd caster level (I.E. 1 at 1st, 2 at 3rd, 3 at 5th, etc). But I can't seem to figure out how to do that.
DMGO:[HCL] and DMGO:[d2CL] both increase damage at every even level. But I can't figure out the syntax for every odd level.
Just a thought, maybe
DMGO:[HCL] [-1]
I have a
STR:[-1d6] [-HCL5] (For a failed save on a CL8 player to get 1d6+4)
STR:[-1d3] [-HCL5] [2] (For a successful save on a CL8 player to get 1d3+2)
on a different effect but that works after level 1 just change the -2 to 1/4CL
dllewell
July 6th, 2022, 16:14
Just a thought, maybe
DMGO:[HCL] [-1]
I have a
STR:[-1d6] [-HCL5] (For a failed save on a CL8 player to get 1d6+4)
STR:[-1d3] [-HCL5] [2] (For a successful save on a CL8 player to get 1d3+2)
on a different effect but that works after level 1 just change the -2 to 1/4CL
Thank you for the suggestion but unfortunately that won't work. Any combination of [HCL] still adjusts on even numbered levels. Adding or subtracting 1 just changes where the problem first occurs.
Take DMGO:[HCL] [-1] as an example. This would return the following results CL 1 = 1/2 + 1 = 1 -- Good; CL 2 = 2/2 + 1 = 2 -- Bad; CL 3 = 3/2 + 1 = 2 -- Good; CL 4 = 4/2 + 1 = 3 -- Bad
What I really need to do is increase the CL by one, then half it. But I cannot figure out the syntax to do that.
Kelrugem
July 8th, 2022, 01:36
Thank you for the suggestion but unfortunately that won't work. Any combination of [HCL] still adjusts on even numbered levels. Adding or subtracting 1 just changes where the problem first occurs.
Take DMGO:[HCL] [-1] as an example. This would return the following results CL 1 = 1/2 + 1 = 1 -- Good; CL 2 = 2/2 + 1 = 2 -- Bad; CL 3 = 3/2 + 1 = 2 -- Good; CL 4 = 4/2 + 1 = 3 -- Bad
What I really need to do is increase the CL by one, then half it. But I cannot figure out the syntax to do that.
I can look at that once I have time :) I rarely use these tags so that I would need to check the official and my wiki :D
dllewell
July 8th, 2022, 14:22
I can look at that once I have time :) I rarely use these tags so that I would need to check the official and my wiki :D
If it helps any, what I am trying to do is basically the same thing that you can do when you choose 'Odd CLs' in the 'Multi X Stat' box of the DURATION section of an Effect.
Kelrugem
July 13th, 2022, 00:46
The new big patch was released. From now on my extension is again incompatible with the current rulesets' versions until I find time to look at everything :)
Asgurgolas
July 13th, 2022, 21:50
I'll wait, I'll wait :3
Morenu
July 29th, 2022, 03:08
first, I have NOT updated since the right before the July12th update, so I am hoping someone will test this on a fully updated load and see if it is still an issue (we are waiting on Kelrugem's extensions to be updated).
Zarestia's Spell Record Action's ext (https://forge.fantasygrounds.com/shop/items/373/view) and Kelrugem's Extended Overlays Ext (https://forge.fantasygrounds.com/shop/items/1/view) loaded together cause CL modifier to stop working. It works as intended with Kelrugem's extension alone.
CL:2 is not adding to the caster level as intended
53779
I am replying to both Extension threads (Links on the forge pages)
Asgurgolas
July 29th, 2022, 21:53
Did you script magic missile to add 1d4 per odd caster level?
Zarestia
July 29th, 2022, 21:53
first, I have NOT updated since the right before the July12th update, so I am hoping someone will test this on a fully updated load and see if it is still an issue (we are waiting on Kelrugem's extensions to be updated).
Zarestia's Spell Record Action's ext (https://forge.fantasygrounds.com/shop/items/373/view) and Kelrugem's Extended Overlays Ext (https://forge.fantasygrounds.com/shop/items/1/view) loaded together cause CL modifier to stop working. It works as intended with Kelrugem's extension alone.
CL:2 is not adding to the caster level as intended
53779
I am replying to both Extension threads (Links on the forge pages)
Thanks for reporting. I changed the loadorder of my SRA extension to be below Kel's and haven't encountered any issues.
Morenu
July 29th, 2022, 21:58
Did you script magic missile to add 1d4 per odd caster level?
No I set my spell action bar (?) CL at 1, added a CL:2 effect on the mage and fired off a burning hands. should give 3d4 but only gave 1d4 (see the CL config jpg in my post). worked fine without spell record action loaded
Morenu
July 29th, 2022, 22:01
Thanks for reporting. I changed the loadorder of my SRA extension to be below Kel's and haven't encountered any issues.
Not sure on load order stuff. does that mean the user needs to change something or will it be a new update? and Thanks :) I am enjoying finding small bugs using 60+ extensions... LOL it is a credit to all the coders that there aren't many issues AND you all seem to work together to fix them so we as end users don't have to choose between extensions.
Zarestia
July 30th, 2022, 00:26
Not sure on load order stuff. does that mean the user needs to change something or will it be a new update? and Thanks :) I am enjoying finding small bugs using 60+ extensions... LOL it is a credit to all the coders that there aren't many issues AND you all seem to work together to fix them so we as end users don't have to choose between extensions.
The update is already out via Forge :)
Loadorder it just the loading order we can define in the extension, no need to do anything for users beside updating.
Kazuto217
July 30th, 2022, 21:55
The update is already out via Forge :)
Loadorder it just the loading order we can define in the extension, no need to do anything for users beside updating.
That fixed the issues i was having with it! thanks!
Kelrugem
July 31st, 2022, 08:02
Thanks, Zarestia :)
Kelrugem
August 12th, 2022, 00:03
Hi :)
Just another small update: I am still updating tiny bits here and there, but got a lot of work (also a fellow scientist was visiting me), and I got a girlfriend now so that I am in the phase right now when I am figuring out how to manage my time schedule :D I do my best to deliver updates finally this weekend :)
Kazuto217
August 12th, 2022, 00:05
Hi :)
Just another small update: I am still updating tiny bits here and there, but got a lot of work (also a fellow scientist was visiting me), and I got a girlfriend now so that I am in the phase right now when I am figuring out how to manage my time schedule :D I do my best to deliver updates finally this weekend :)
Thanks for the update!
cmeyer
August 12th, 2022, 00:50
Thanks!
RobboNJ69
August 12th, 2022, 13:35
Thanks for the update Kelrugem! Hopefully, not only is the new gal a gamer, but an active Fantasy Grounds user... so you'll be forced to do the updates! LOL
bmos
August 12th, 2022, 14:01
Thanks for the update Kelrugem! Hopefully, not only is the new gal a gamer, but an active Fantasy Grounds user... so you'll be forced to do the updates! LOL
https://i.imgur.com/kEyoZkI.png
Kelrugem
August 12th, 2022, 14:05
Thanks for the update Kelrugem! Hopefully, not only is the new gal a gamer, but an active Fantasy Grounds user... so you'll be forced to do the updates! LOL
Haha, I try to convert her :D
Kelrugem
August 12th, 2022, 14:05
https://i.imgur.com/kEyoZkI.png
hehe :D
Kelrugem
August 14th, 2022, 12:46
Finally: I updated all extensions :) Now everything should hopefully work again :)
Thanks to Bmos: There is now an additional healing option for the heal button, healing for nonlethal damage only :) (or strain damage for the StrainInjury version) Bmos also fixed the issue of vorpal damage (funnily, vorpal still worked in the StrainInjury version; not sure how I messed up the other extension in that regard) :)
Thanks for your patience :)
Asgurgolas
August 14th, 2022, 21:51
Finally: I updated all extensions :) Now everything should hopefully work again :)
Thanks to Bmos: There is now an additional healing option for the heal button, healing for nonlethal damage only :) (or strain damage for the StrainInjury version) Bmos also fixed the issue of vorpal damage (funnily, vorpal still worked in the StrainInjury version; not sure how I messed up the other extension in that regard) :)
Thanks for your patience :)
I bow down to you in awe and gratitude *_*
Phixation
August 15th, 2022, 00:50
Random potential brilliant thought.... how hard would it be to put a tags section in weapons? then we could IFTAG weapon stuff too
Kelrugem
August 15th, 2022, 01:21
Random potential brilliant thought.... how hard would it be to put a tags section in weapons? then we could IFTAG weapon stuff too
Hehe, I appreciate it :) I also had this idea, just never spent time yet to work this out though (also because the advanced effects extension may also already help with that, because it allows to attach effects just to one weapon) :)
Kelrugem
August 16th, 2022, 02:52
I hate to say it, hehe, but there was just another FG ruleset update which may or may not be incompatible with my extensions :D But in any case, it should be not serious I hope, and I should be able to look at this new patch already in the next days I hope :)
bmos
August 16th, 2022, 02:57
I hate to say it, hehe, but there was just another FG ruleset update which may or may not be incompatible with my extensions :D But in any case, it should be not serious I hope, and I should be able to look at this new patch already in the next days I hope :)
No errors upon loading and none opening the combat tracker. Time will tell!
Kelrugem
August 16th, 2022, 03:03
No errors upon loading and none opening the combat tracker. Time will tell!
hehe, good, thanks :D
Yeah, this patch certainly should not affect my extension a lot, if there is any affection at all :)
Urheil
August 26th, 2022, 23:59
Hi!!
Extension: Feature: Extended automation and overlays
I'm running carrion crown to my group and the last session i started to add undeads to the CT and noticed every undead where added a lot of effects, including the "revert" effect.
With this effects all the healing and damage of channeling was reverted (when try to damage undead, instead got healed) and doesn't suit with my group.
Is there any way to avoid this effect?
I'm looking for adding an undead and the revert effect doesn't appear.
Thanks in advance!
Edit: Extension name.
Kelrugem
August 27th, 2022, 16:16
Hi!!
Extension: Feature: Extended automation and overlays
I'm running carrion crown to my group and the last session i started to add undeads to the CT and noticed every undead where added a lot of effects, including the "revert" effect.
With this effects all the healing and damage of channeling was reverted (when try to damage undead, instead got healed) and doesn't suit with my group.
Is there any way to avoid this effect?
I'm looking for adding an undead and the revert effect doesn't appear.
Thanks in advance!
Edit: Extension name.
Ah, I see, I can add an option for turning on/off such parsings (but probably then all or nothing, it may be too cluttered otherwise) :)
Urheil
August 27th, 2022, 16:26
Ah, I see, I can add an option for turning on/off such parsings (but probably then all or nothing, it may be too cluttered otherwise) :)
Oh... ok... I see. I think it will work.
thanks!
bmos
August 27th, 2022, 16:38
all the healing and damage of channeling was reverted (when try to damage undead, instead got healed) and doesn't suit with my group.Perhaps try 'healing' the undead?
In other words, damage button = negative energy channeling
healing button = positive energy channeling.
I assume that is how that is supposed to work?
Urheil
August 28th, 2022, 00:27
Perhaps try 'healing' the undead?
In other words, damage button = negative energy channeling
healing button = positive energy channeling.
I assume that is how that is supposed to work?
I use an extension for spells (can't remember its name) probably yours ;), that separate the healing and harm in different actions and we all got used to it to work in that way.
And since not every foe is an undead (and sometimes there is a mix), it's a bummer to remove the revert effect everytime, but if I can disable when adding the undead, and then activating it later, i think it will work.
Svandal
August 28th, 2022, 16:32
Perhaps try 'healing' the undead?
In other words, damage button = negative energy channeling
healing button = positive energy channeling.
I assume that is how that is supposed to work?
I was really exited when you added the revert effect, but it causes more trouble than it is worth.
It is intuitive to push the damage button when doing damage, and heal when healing.
You would never push the heal button on an enemy.
It is a good idea, but it turned out it only slows down play because we forget about it, and have to redo a bunch of stuff.
Now if the revert effect can be coded that for example one could convert x amount of damage of y type to healing, it might be more usefull, but there are only some small edge cases.
I would also be happy if there was a toggle in the options to turn it off
Croddwyn
August 29th, 2022, 01:15
I was really exited when you added the revert effect, but it causes more trouble than it is worth.
It is intuitive to push the damage button when doing damage, and heal when healing.
You would never push the heal button on an enemy.
My group adjusted to it quickly and now we like having it align with "positive/negative" channeling. It's particularly good for channel effects because you only need the one button.
bmos
August 29th, 2022, 01:55
Perhaps a three-way option?
All/On, Not REVERT, None/Off.
Croddwyn
August 29th, 2022, 03:17
I was really exited when you added the revert effect, but it causes more trouble than it is worth.
It is intuitive to push the damage button when doing damage, and heal when healing.
You would never push the heal button on an enemy.
My group adjusted to it quickly and now we like having it align with "positive/negative" channeling. It's particularly good for channel effects because you only need the one button.
Kelrugem
August 29th, 2022, 14:03
Thanks all for your input :)
I am a bit busy right now because my girlfriend is visiting me, I try to look at it the next days (I hope) :)
Kelrugem
September 2nd, 2022, 08:08
@all who already updated to the newest versions: Are my extensions working properly so far?
I am asking because I have to admit that the maintenance of these extensions reached a point that it is a bit too much for me :D I actually would really really like to use my free time to finally prepare my next campaign (didn't play since end of 2019), but every time I finally get time again I realize that I have to spend that time on updating my extensions :D I do not want to drop the maintenance of course, I just try to distribute my free time a bit different so that the maintenance is not the only thing I have to do all the time :D It is very good that there are so many ruleset updates, but it caused a bit too much maintenance work for me :D Hopefully understandable :)
Zarestia
September 2nd, 2022, 14:23
@all who already updated to the newest versions: Are my extensions working properly so far?
I am asking because I have to admit that the maintenance of these extensions reached a point that it is a bit too much for me :D I actually would really really like to use my free time to finally prepare my next campaign (didn't play since end of 2019), but every time I finally get time again I realize that I have to spend that time on updating my extensions :D I do not want to drop the maintenance of course, I just try to distribute my free time a bit different so that the maintenance is not the only thing I have to do all the time :D It is very good that there are so many ruleset updates, but it caused a bit too much maintenance work for me :D Hopefully understandable :)
Haven't had any problems with Extended Automation. I'm hopefully done with all my projects in October/November, so I could at least help a bit on maintenance if needed :)
Morenu
September 2nd, 2022, 14:38
we updated and played this past sunday and had no issues. and make sure you take care of yourself, I am sure there are several people here in the community that would be willing to help on upkeeping the extensions.
Kazuto217
September 2nd, 2022, 22:38
Hi, I'm having an issue with a couple characters I made a couple weeks ago and the Height Label Extension. Doesnt seem to happen with characters i make now or characters I already had made prior. is there a way workaround this other than remaking them? haha
This error appears when I try to add them to a map. Copies of them will also do it.
54182
bmos
September 3rd, 2022, 01:44
Hi, I'm having an issue with a couple characters I made a couple weeks ago and the Height Label Extension. Doesnt seem to happen with characters i make now or characters I already had made prior. is there a way workaround this other than remaking them? haha
This error appears when I try to add them to a map. Copies of them will also do it.
54182You might want to try Token Height Indicator (which Kel links in the first post of the Height Label thread). It works and has useful features.
Elaith
September 3rd, 2022, 04:40
@all who already updated to the newest versions: Are my extensions working properly so far?
I am asking because I have to admit that the maintenance of these extensions reached a point that it is a bit too much for me :D I actually would really really like to use my free time to finally prepare my next campaign (didn't play since end of 2019), but every time I finally get time again I realize that I have to spend that time on updating my extensions :D I do not want to drop the maintenance of course, I just try to distribute my free time a bit different so that the maintenance is not the only thing I have to do all the time :D It is very good that there are so many ruleset updates, but it caused a bit too much maintenance work for me :D Hopefully understandable :)
Hi, I noticed that the optional Critical/Fumble option no longer works with 'Extended automation and overlays" mod installed. I created a fresh campaign, and just loaded that mod, and when I rolled a critical hit/fumble - it no longer rolls on my critical hit/fumble table.
I don't always use this option, so did not notice it until I went back to running my new campaign where I was testing this option out. It worked before the last major update. If I turn off the extended automation and overlays mod, it works fine again.
Sorry to take up your free time, I know how that can be.
Thanks,
-Elaith
Kelrugem
September 3rd, 2022, 05:31
Thanks for the messages and for the offers to help :o
About the problems: @height: Yes, I can really recommend using GKEnialb's extension. I would actually like to abandon my height extension to free up some maintenance work :) I sadly was never able to reproduce this problem, so I would appreciate if you could share me your campaign, Kazuto, if you want :) Also make sure that you did not have any other extensions loaded while testing the height label :) (though someone else already reported that they can reproduce it in a new campaign, I am not sure why I cannot reproduce this error; very strange issue)
@Elaith: Ah, interesting, I can reproduce this :) I will try to fix this :) Thanks for the report :)
Kelrugem
September 4th, 2022, 15:13
Soo, new updates for the extended automation ones:
Small compatibility updates to newest ruleset versions
Fixed: Automatic crit and fumble tables were not rolled, now this should work again :)
I had not yet the time to look at an option adding/removing NPC effect parsings, but I added it to my list on Github :)
Elaith
September 4th, 2022, 21:36
Soo, new updates for the extended automation ones:
Small compatibility updates to newest ruleset versions
Fixed: Automatic crit and fumble tables were not rolled, now this should work again :)
I had not yet the time to look at an option adding/removing NPC effect parsings, but I added it to my list on Github :)
Appreciate it.
Thank you,
Elaith
Urheil
September 4th, 2022, 21:50
Appreciate it.
Thank you,
Elaith
+1 !
Svandal
September 7th, 2022, 18:50
After the last update now the combat tracker is weird for the DM, but not for the players.
This is running unity, windows 10, latest live version.
Only extension loaded is this extended automation with overlay extension.
Pathfinder 1st ruleset (PFRPG)
54239
Koojoot
September 7th, 2022, 19:55
Same for me. Please fix it asap :(
RobboNJ69
September 7th, 2022, 20:01
asap
You do realize all the countless hours Kelrugem puts into his extensions is all unpaid, volunteer work. Right?
Koojoot
September 7th, 2022, 22:03
Relax my man, I'm not trying to pick a fight on an Internet forum
Kazuto217
September 7th, 2022, 22:37
If you want a temporary fix:
1. Change Full OverlayPackage.ext to a zip file
2. Unzip it
3. Open \Full OverlayPackage\ct\ct_host_entry.xml in Notepad++ or some other text editor that can handle xml files
4. Delete everything between <!-- KEL Adding AoO --> and <!-- End -->
5. Save
6. Rezip the Full OverlayPackage folder
7. Change file type back to a .ext
This will get rid of the AOO tracker on the CT but you wont have that visual bug anymore.
Also sad to report the Auto Crit and Fumble rebroke. Throwing the same errors as before Kel fixed it just recently >_<
No rush tho Im just gonna disable it for now. Might dig into fixing it myself locally haha
Asgurgolas
September 8th, 2022, 02:30
the visual bug persists, in my case but I'll survive (all it does is to slide fields toward the right, it can be a pain but I'll rather have this than DMing without Kelrugem's extensions :P)
Kelrugem
September 8th, 2022, 03:05
Thanks for the reports :) (and no worries, I didn't feel offended :) I appreciate the quick reports :) )
Yeah, there was just another bigger patch :) (https://www.fantasygrounds.com/forums/showthread.php?75059-FG-Ruleset-Updates-2022-09&p=661939#post661939) I just forgot to tell you all about that it might be published soon.
I sadly had no time yet to look at that :) I actually wanted to prepare my campaign this weekend, but seemingly I have to spend time first on updating the extension again, hehe :D
But as far as I see Bmos already fixed it for me, thanks to him :) It is already on GitHub and I try to review it as soon as possible so that I can push an update sooner than later :)
(but now I am sitting at work and afterwards I have a Chinese language course, so it may take a while)
Kelrugem
September 8th, 2022, 17:42
I sadly cannot push any updates today; I just spent updating all extensions in the last two hours, but especially StrainInjury needs a lot of updating right now. (I need to re-understand my code also a bit) I am not yet sure when I will find time for it, I am sorry :/ I hope I can find time for it this weekend. If you can, do not update FGU yet
Sorry for the inconvenience
(though it still looks like that I do not need to do too much, it is more like that I needed time to understand the code again :) )
Kelrugem
September 9th, 2022, 17:16
New updates available, everything should be fixed now :) Compatibility cured, also thanks to Bmos for pointing out to me how the new CT code looks like so that it saved me time looking at code :) I mainly had to manage the code for the StrainInjury variants then
The height extension got unlisted, please use the height extension of GKEnialb instead, it does the same and more :)
Kazuto217
September 9th, 2022, 17:18
New updates available, everything should be fixed now :) Compatibility cured, also thanks to Bmos for pointing out to me how the new CT code looks like so that it saved me time looking at code :)
The height extension got unlisted, please use the height extension of GKEnialb instead, it does the same and more :)
Thank you!
cmeyer
September 9th, 2022, 20:28
Yes, Xièxiè nǐ!
Koojoot
September 9th, 2022, 21:53
Thank you so much! You're the real hero :D
Kelrugem
September 10th, 2022, 06:41
Thanks all for the words :o
RobboNJ69
September 10th, 2022, 14:02
Thanks for the rapid update!
Kelrugem
September 10th, 2022, 16:25
Thanks for the rapid update!
hehe, you're all welcome :D
I forgot that in Taiwan are holidays now (moon/mid-autumn festival), so I had some time :D
bmos
September 10th, 2022, 18:04
hehe, you're all welcome :D
I forgot that in Taiwan are holidays now (moon/mid-autumn festival), so I had some time :DSign me up for more holidays! :)
Or a 4 day workweek, that would be nice too...
RobboNJ69
September 10th, 2022, 19:27
4 day work weeks would be the way to go. When I was a cop, I worked a 4 on / 3 off schedule that was the best.
Kelrugem
September 11th, 2022, 06:49
Hehe, yeah, 4 day work weeks would be even better :D
rickyhunt
September 26th, 2022, 13:13
Moved the REVERT subject here, sorry to post in the wrong thread. I would be happy to remove the automatic parsing of the undead adding REVERT to them. I am never going to cast a positive energy heal on an undead expecting it to heal them, so I don't need the backup of that. I can take positive damage type off of channel energy, but I would rather not since there may be resistances and vulnerabilities on things other than undead.
Kelrugem
September 27th, 2022, 07:19
Moved the REVERT subject here, sorry to post in the wrong thread. I would be happy to remove the automatic parsing of the undead adding REVERT to them. I am never going to cast a positive energy heal on an undead expecting it to heal them, so I don't need the backup of that. I can take positive damage type off of channel energy, but I would rather not since there may be resistances and vulnerabilities on things other than undead.
Yeah, I will add an option about parsing that effect :)
Are the other parsed effects for NPCs okay so far, or any other complaint regarding them?
Sorry that this effect caused you and coyote problems. I should have well-thought this a bit more :)
Zarestia
September 27th, 2022, 19:12
Are the other parsed effects for NPCs okay so far, or any other complaint regarding them?
Not per se the same, but spell resistance is not parsing to SR: n. I always have to add that via advanced effects.
Kelrugem
September 27th, 2022, 23:44
Not per se the same, but spell resistance is not parsing to SR: n. I always have to add that via advanced effects.
hehe, I can add this as feature request, but it should actually not be needed. As far as I remember, the spell resistance of NPC sheets already parses into the SR number field in their CT defense section :) The spell check roll uses that number field, so it support this automation and is not just informational :)
Zarestia
September 28th, 2022, 01:30
hehe, I can add this as feature request, but it should actually not be needed. As far as I remember, the spell resistance of NPC sheets already parses into the SR number field in their CT defense section :) The spell check roll uses that number field, so it support this automation and is not just informational :)
Oh, I didn't know that. My CT is normally so much filled I don't dare to click any toggle buttons to open even more info :D
Kelrugem
September 28th, 2022, 05:40
Oh, I didn't know that. My CT is normally so much filled I don't dare to click any toggle buttons to open even more info :D
hehe, I totally understand :D We do so much with effects that we forget the other type of automation sometimes :D
Kelrugem
September 30th, 2022, 02:54
Currently I am finishing a research project which was rather big (it was just one year project, but the paper has already the size of my thesis; may have to split it into several papers :D), hence I am currently rather busy, but at latest afterwards I can add that parsing option if I am not able to squeeze that in earlier :) (I hope that is okay)
After that paper I will take holidays and then I can hopefully prepare my campaign again :)
Asgurgolas
September 30th, 2022, 06:38
and then I can hopefully prepare my campaign again :)
Unless the next update will get extensions FUBAR again *evilgrin*
Kelrugem
September 30th, 2022, 06:48
Unless the next update will get extensions FUBAR again *evilgrin*
The next update should not change the rulesets that much, so it will be okay :D It is about the dice skins etc :)
rickyhunt
September 30th, 2022, 17:26
Removing the auto parsing works for me. If I need that functionality, I can always add it manually.
rickyhunt
October 1st, 2022, 03:07
We had a weird bug occur in a game last night. If you make an effect for caster level +2 (CL:2) with a duration of single action or 1 roll, as soon as you start to drag another effect on to the combat tracker, the CL effect expires. It happens just as the second button is dragged out of the action area of the character with the CL effect on him. I tried it with some other effects, like SKILL and DC, but they didn't disappear. It happens on NPCs too, but it only happens when the character with the effect is adding any other effect.
I tested it on a campaign with only the extended automation extension loaded.
Kelrugem
October 1st, 2022, 04:30
We had a weird bug occur in a game last night. If you make an effect for caster level +2 (CL:2) with a duration of single action or 1 roll, as soon as you start to drag another effect on to the combat tracker, the CL effect expires. It happens just as the second button is dragged out of the action area of the character with the CL effect on him. I tried it with some other effects, like SKILL and DC, but they didn't disappear. It happens on NPCs too, but it only happens when the character with the effect is adding any other effect.
I tested it on a campaign with only the extended automation extension loaded.
Ah, that sounds interesting, thanks a lot for informing me, I appreciate it :) I hope it isn't as complicated as a problem (in sense of resolving it in the code) as it sounds like :D
bmos
October 1st, 2022, 13:56
Ah, that sounds interesting, thanks a lot for informing me, I appreciate it :) I hope it isn't as complicated as a problem (in sense of resolving it in the code) as it sounds like :DJust tested and confirmed that issue.
Here's my assumption:
When you drag an effect out of the actions tab, onSpellAction checks for your caster level bonus (https://github.com/Kelrugem/Extended-automation-and-overlays/blob/1331864a3d9976d539b3e8278e59cac452d8e781/scripts/manager_spell.lua#L1100). Because it's now been used, it expires.
If correct, this means you need a method of parsing effects that doesn't remove effects that have expired.
I have done this in Live Hitpoints and some other extensions: https://github.com/bmos/FG-PFRPG-Live-Hitpoints/blob/main/scripts/manager_effect_35E_DS.lua Since you alread overwrite getEffectsBonus, maybe just add a boolean argument after rEffectSpell that bypasses expiry?
timberbeast
October 1st, 2022, 19:26
I'm having trouble adding the CL or DC effect when using IFT. For instance, the effect CL: 2; DC: 2 works fine by itself, as does IFTAG: spell; CL: 2; DC: 2, but when I try IFT:TYPE(outsider); CL: 2; DC: 2 - it doesn't add the increases to CL or DC. I've also tried IFT: TYPE(outsider); IFTAG: spell; DC: 2; CL: 2 as well as IFTAG: spell; IFT: TYPE(outsider); DC: 2; CL: 2. This is the only extension that I'm using.
This is for a 3.5e campaign.
Anyone have any ideas...or is it not supposed to work with IFT?
Kelrugem
October 2nd, 2022, 05:27
Just tested and confirmed that issue.
Here's my assumption:
When you drag an effect out of the actions tab, onSpellAction checks for your caster level bonus (https://github.com/Kelrugem/Extended-automation-and-overlays/blob/1331864a3d9976d539b3e8278e59cac452d8e781/scripts/manager_spell.lua#L1100). Because it's now been used, it expires.
If correct, this means you need a method of parsing effects that doesn't remove effects that have expired.
I have done this in Live Hitpoints and some other extensions: https://github.com/bmos/FG-PFRPG-Live-Hitpoints/blob/main/scripts/manager_effect_35E_DS.lua Since you alread overwrite getEffectsBonus, maybe just add a boolean argument after rEffectSpell that bypasses expiry?
Thanks for the investigation :) Oki, I will add that once I have finished my current research project :) Sounds easy to do, and it makes a lot of sense what you are describing :)
I appreciate your help :) (as always :D)
Kelrugem
October 2nd, 2022, 05:28
I'm having trouble adding the CL or DC effect when using IFT. For instance, the effect CL: 2; DC: 2 works fine by itself, as does IFTAG: spell; CL: 2; DC: 2, but when I try IFT:TYPE(outsider); CL: 2; DC: 2 - it doesn't add the increases to CL or DC. I've also tried IFT: TYPE(outsider); IFTAG: spell; DC: 2; CL: 2 as well as IFTAG: spell; IFT: TYPE(outsider); DC: 2; CL: 2. This is the only extension that I'm using.
This is for a 3.5e campaign.
Anyone have any ideas...or is it not supposed to work with IFT?
Indeed, it is not supposed to work with IFT, because both, CL and DC, are not targetable effects :)
If you look at the effects' wiki, or at the forge description of my extension, then only the effects with a (T) in their description will work with IFT :)
timberbeast
October 2nd, 2022, 18:16
Indeed, it is not supposed to work with IFT, because both, CL and DC, are not targetable effects :)
If you look at the effects' wiki, or at the forge description of my extension, then only the effects with a (T) in their description will work with IFT :)
Ah...well, I'm sure I read that at some point but just forgot - thanks for the reminder :D
Do you know any way to make what I'm trying work? Another extension maybe? There's a prestige class that gives the caster a +2 CL and +2 DC to spells when the target is an evil outsider and I'd like to have an effect that automatically handles that instead of manually adjusting each time.
cmeyer
October 2nd, 2022, 20:27
Ah...well, I'm sure I read that at some point but just forgot - thanks for the reminder :D
Do you know any way to make what I'm trying work? Another extension maybe? There's a prestige class that gives the caster a +2 CL and +2 DC to spells when the target is an evil outsider and I'd like to have an effect that automatically handles that instead of manually adjusting each time.
Would this work?: IFT: TYPE (evil, outsider); IFTAG: spell; DC: 2; CL: 2
timberbeast
October 2nd, 2022, 20:36
Would this work?: IFT: TYPE (evil, outsider); IFTAG: spell; DC: 2; CL: 2
I did, but it didn't work. I think the whole IFT thing won't work for CL and DC, like Kelrugem said
Kelrugem
October 3rd, 2022, 00:05
Ah...well, I'm sure I read that at some point but just forgot - thanks for the reminder :D
Do you know any way to make what I'm trying work? Another extension maybe? There's a prestige class that gives the caster a +2 CL and +2 DC to spells when the target is an evil outsider and I'd like to have an effect that automatically handles that instead of manually adjusting each time.
I can check whether I can recode these effects next time :) Due to that I need to adjust their code (see the previous discussion) I can look whether I can add target information to these effects :) (DC yes, CL may be difficult to do so, I will see)
cmeyer
October 3rd, 2022, 02:36
I did, but it didn't work. I think the whole IFT thing won't work for CL and DC, like Kelrugem said
Good grief! - I missed that you tried that exact phrase.
cmeyer
October 3rd, 2022, 14:39
Ah...well, I'm sure I read that at some point but just forgot - thanks for the reminder :D
Do you know any way to make what I'm trying work? Another extension maybe? There's a prestige class that gives the caster a +2 CL and +2 DC to spells when the target is an evil outsider and I'd like to have an effect that automatically handles that instead of manually adjusting each time.
As a work around maybe IF: TYPE (evil, outsider); SAVE: -2; SR: -2; and a REMOVE version. Hot key each for easy adding to your target(s) before and then removing afterwards.
Morenu
October 16th, 2022, 01:35
I put this in the advance character sheet (https://www.fantasygrounds.com/forums/showthread.php?75226-3-5E-PFRPG-Advanced-Charsheet&p=664646&viewfull=1#post664646) forum post #27 but thought i should link it here as it includes 3 extensions. Any combo of 2 of the 3 works.
Kelrugem
October 16th, 2022, 10:24
I put this in the advance character sheet (https://www.fantasygrounds.com/forums/showthread.php?75226-3-5E-PFRPG-Advanced-Charsheet&p=664646&viewfull=1#post664646) forum post #27 but thought i should link it here as it includes 3 extensions. Any combo of 2 of the 3 works.
Thanks :)
I can look at it soon, currently in holidays and I wanted to spend some of my holidays for Pen&Paper :) (though also for preparing my campaign :) )
Svandal
October 18th, 2022, 19:04
Hi Kelrum, I got an error today with the latest live build.
Latest live build, windows 10, fantasy grounds unity, only extension is full overlay package (from forge) loaded. Pathfinder 1st edition.
See attached file.
This is the error:
[10/18/2022 7:41:46 PM] [ERROR] template: Unrecognized merge attribute (replace) for template (number_charwounds), skipped. [Full OverlayPackage] [campaign/template_char.xml]
I can not see any other errors. IFTAGS is working as intended, I have not found any other errors, and I have not found out if something is not working.
Kelrugem
October 18th, 2022, 20:05
Hi Kelrum, I got an error today with the latest live build.
Latest live build, windows 10, fantasy grounds unity, only extension is full overlay package (from forge) loaded. Pathfinder 1st edition.
See attached file.
This is the error:
[10/18/2022 7:41:46 PM] [ERROR] template: Unrecognized merge attribute (replace) for template (number_charwounds), skipped. [Full OverlayPackage] [campaign/template_char.xml]
I can not see any other errors. IFTAGS is working as intended, I have not found any other errors, and I have not found out if something is not working.
Thank you very much for the report :)
Oh, I see, I didn't expect that the new update will cause any incompatibility; I try to look at it as soon as possible
Moon Wizard
October 18th, 2022, 20:20
Templates do not support merge attributes; so previously any merge attribute was being ignored. I'm working on some prototype code to possibly support merges in the future, so now it throws an error for unrecognized merge types.
Regards,
JPG
darrenan
October 18th, 2022, 23:21
Do those errors cause things to fail loading, or will things work as they did before?
The Judge
October 19th, 2022, 03:57
I received the same error as Svandal and noticed that the overlays no longer show up for wounded characters on the map used for current combat.
Additional errors noted in load log
10/18/2022 7:45:14 PM] [WARNING] windowclass: Window class (ability_action) defined with merge attribute, but asset name does not match existing asset. [PF Remove Effect Tag] [extension.xml]
[10/18/2022 7:45:15 PM] [WARNING] template: Template (button_abilperms) defined with merge attribute, but asset name does not match existing asset. [FG-PFRPG-Drain-and-Permanent-Bonuses] [campaign/record_char_main.xml]
[10/18/2022 7:45:15 PM] [WARNING] template: Template (combobox_bonus_types) defined with merge attribute, but asset name does not match existing asset. [FG-PFRPG-Drain-and-Permanent-Bonuses] [campaign/record_char_main.xml]
[10/18/2022 7:45:15 PM] [ERROR] template: Unrecognized merge attribute (replace) for template (number_charwounds), skipped. [Full OverlayPackage with alternative icons] [campaign/template_char.xml]
Kelrugem
October 19th, 2022, 03:59
Templates do not support merge attributes; so previously any merge attribute was being ignored. I'm working on some prototype code to possibly support merges in the future, so now it throws an error for unrecognized merge types.
Regards,
JPG
Ah, I see, I will change that in my extensions then, thank you for the heads-up :)
Kelrugem
October 19th, 2022, 06:07
A short notice: I just was able to update the extensions already for compatibility stuff. I have an appointment with my deputy director now and when I get back home, I will solve the error reported before :)
I will also add an option for turning of the REVERT parsing, I am just not yet sure about its default setting (on or off) :)
If there is anything other urgent I forgot, then now it is time to mention it :D
darrenan
October 19th, 2022, 17:17
Do these changes remedy the UI issues in the client-side combat tracker? In our game last night the temp hp box was to the left of the portrait, and the HP and Strain fields were entirely missing.
54764
Kelrugem
October 20th, 2022, 05:41
Do these changes remedy the UI issues in the client-side combat tracker? In our game last night the temp hp box was to the left of the portrait, and the HP and Strain fields were entirely missing.
54764
Yeah, that should be fixed, too, at least I cannot see something like that on my side (as a player and host).
@all: So, far everything is fixed. I probably upload my patch later; sorry for the inconvenience :)
Kelrugem
October 20th, 2022, 06:04
I just uploaded a patch for all the extended automation extensions :) Please let me know whether everything works for you now again :)
Thank you for your patience :)
A small update:
All the campaign options coming with this extension are now at the bottom of the options, in the category Extended automation by Kel :) This should make it easier to find these custom options, especially the Flatfooted on Start option :) Furthermore, there is now an option for turning on/off the parsing of REVERT: positive; REVERT: negative; for undead NPC, this option defaults to off; that is, if you were using this parsing, then you need to turn it on the first time you start your campaign again :)
Asgurgolas
October 20th, 2022, 14:52
I'll update everything on saturday then :D
Also does "REVERT: positive" still bugs out on saving throws (such as not automatically halving healing-now-turned-damage after a successful saving throw)? (Just for information, I have no problems in doing that manually since it seldom comes up)
Kelrugem
October 21st, 2022, 02:37
I'll update everything on saturday then :D
Also does "REVERT: positive" still bugs out on saving throws (such as not automatically halving healing-now-turned-damage after a successful saving throw)? (Just for information, I have no problems in doing that manually since it seldom comes up)
Yeah, this is still the case; it was never intended that this works (yet) because it is a bit more involved to implement this, but I will see what I can come up with :D I was not so sure yet however whether this effect is that useful at all because I may have misinterpreted how people use it :) (because of that some people got annoyed by this effect, which I totally understand)
Kelrugem
October 21st, 2022, 12:53
We had a weird bug occur in a game last night. If you make an effect for caster level +2 (CL:2) with a duration of single action or 1 roll, as soon as you start to drag another effect on to the combat tracker, the CL effect expires. It happens just as the second button is dragged out of the action area of the character with the CL effect on him. I tried it with some other effects, like SKILL and DC, but they didn't disappear. It happens on NPCs too, but it only happens when the character with the effect is adding any other effect.
I tested it on a campaign with only the extended automation extension loaded.
Oh, I totally forgot to look at that, I try to remember it next time :) (Currently finally preparing my campaign again though; I hope it isn't soo urgent)
Kelrugem
October 23rd, 2022, 09:26
There will also be a new update soon, allowing using custom dice for certain rolls, https://www.fantasygrounds.com/forums/showthread.php?75591-Ruleset-Updates-2022-10-25 :) Just as a notice upfront: I may or may not be able to immediately update my extensions catering for that, but I try my best :) (my extensions may still work then, but you could not use separate skins for different rolls)
Kelrugem
October 23rd, 2022, 09:42
And I think that I will replace the parsing of REVERT: positive with a special effect, REVERT: heal; that effect would only revert heal dice and not touch positive damage dice (if any in your campaign) :)
Kelrugem
October 29th, 2022, 12:59
I just pushed an update for all the extended automation extensions :) Now the new dice skins are supported so that their skin automatically adjusts corresponding to your dice skin settings for damage types :)
I also changed REVERT again, REVERT: positive does not revert heals anymore, use instead REVERT: heal :) I hope this is not too much of an inconvenience for you :) So, if you already use positive damage dice, then these do not get reverted anymore against undead; as far as I understood you all, this is more comfortable for you. The parsing for undead NPCs got adjusted correspondingly :)
Thanks to Zarestia: Some small compatibility patch with Advanced Charsheet & Live Hitpoints :)
We had a weird bug occur in a game last night. If you make an effect for caster level +2 (CL:2) with a duration of single action or 1 roll, as soon as you start to drag another effect on to the combat tracker, the CL effect expires. It happens just as the second button is dragged out of the action area of the character with the CL effect on him. I tried it with some other effects, like SKILL and DC, but they didn't disappear. It happens on NPCs too, but it only happens when the character with the effect is adding any other effect.
I tested it on a campaign with only the extended automation extension loaded.
I would have been able to fix this, but I realized it would be a little bit involved (but not so much, basically what bmos suggested). However, then I realized that it isn't really worth it because CL effects which expires on the next roll are actually not really supported even if I would fix this special circumstance :) Because such CL effects also expire when using a cast, damage or heal action. Since spells have usually at least two buttons to press (first cast and then damage for example), such CL effects don't work most of the time because it expires before all the involved spell actions got activated :) So, to really fix this problem one would really need a major rewrite of CL and/or how spell actions work. This was a bit too involved for me and I may need to look at this again in the future. I made a note about this in the CL wiki (so, it does not support special expiration rules) :) Thanks again for making me aware of this :)
Kelrugem
October 29th, 2022, 13:41
Also: I now try to not work on weekends (as I should since these are my free days), which implies for you all that my extensions are hopefully quick up-to-date again as long as I do not have too many projects on a weekend :)
Elaith
October 29th, 2022, 14:58
Hello,
I noticed in the options, that there is a blank line with the option to turn on/off. I am guessing this is for the revert option. I started a new campaign with just overlays loaded and I still get the blank line. This is for Pathfinder 1e, so not sure if it is showing in other editions.
No rush to get this fixed, as everything still works just fine. Just letting you know. Attached a screenshot as well, hopefully that helps.
EDIT: I should note this is using the extended automation and overlays package.
Thanks for the great work.
-Elaith
54913
bmos
October 29th, 2022, 15:00
I now try to not work on weekends (as I should since these are my free days)
Along with the benefits to your extensions, I'm glad you're doing that for yourself!
Kelrugem
October 29th, 2022, 16:00
Hello,
I noticed in the options, that there is a blank line with the option to turn on/off. I am guessing this is for the revert option. I started a new campaign with just overlays loaded and I still get the blank line. This is for Pathfinder 1e, so not sure if it is showing in other editions.
No rush to get this fixed, as everything still works just fine. Just letting you know. Attached a screenshot as well, hopefully that helps.
EDIT: I should note this is using the extended automation and overlays package.
Thanks for the great work.
-Elaith
54913
Thank you very much :)
Actually, I also had this problem in one campaign, and I have honestly no idea yet what is going on. In other campaigns everything's fine, I have just one campaign with the same error. The screenshot also shows that it didn't change the string Overlays, because there is also a new title. I do not really understand why FG sometimes does not pick up a change of the string, probably something subtle or so obvious that I am not able to see the forest because of all the trees :D
Along with the benefits to your extensions, I'm glad you're doing that for yourself!
Yeah, I am glad, too, hopefully I am able to stop myself from working too much, hehe :D
Croddwyn
October 29th, 2022, 16:02
I just pushed an update for all the extended automation extensions :) Now the new dice skins are supported so that their skin automatically adjusts corresponding to your dice skin settings for damage types :)
You are my hero!
Kelrugem
October 29th, 2022, 19:36
You are my hero!
hehe, thanks for your words :o
Kelrugem
December 20th, 2022, 04:41
Hi :)
I hope you all are well :) I just updated the extended automation extensions for compatibility updates with Zarestia's Advanced Charsheet extension :) (Thanks to Zarestia for the compatibility code :) )
Sorry for the silence here; I am not gone, I am actually more active than ever in FG, preparing my campaign :D
Kazuto217
December 20th, 2022, 04:43
Hi :)
I hope you all are well :) I just updated the extended automation extensions for compatibility updates with Zarestia's Advanced Charsheet extension :) (Thanks to Zarestia for the compatibilit code :) )
Sorry for the silence here; I am not gone, I am actually more active than ever in FG, preparing my campaign :D
Ty!
Urheil
December 20th, 2022, 09:55
Hi :)
I hope you all are well :) I just updated the extended automation extensions for compatibility updates with Zarestia's Advanced Charsheet extension :) (Thanks to Zarestia for the compatibility code :) )
Sorry for the silence here; I am not gone, I am actually more active than ever in FG, preparing my campaign :D
Thanks!! I'll update asap.
I'd never tried that extensión what does it do?
Kelrugem
December 20th, 2022, 11:45
@Thanks: You are all welcome :D
Thanks!! I'll update asap.
I'd never tried that extensión what does it do?
It is this neat extension: https://forge.fantasygrounds.com/shop/items/861/view :) A reorganization of the character sheet, especially the actions tab is pretty nice :)
Kelrugem
December 22nd, 2022, 04:57
Another small update for catering the newest feature of advanced Charsheet :) (so, compatibility with Zarestia's extension is ensured again :) )
MDarque
January 10th, 2023, 17:22
I've had a error popping up for awhile and I believe I found the issue is compatibility between your StrainInjury plus extended automation and overlays and bmos's Malady Tracker. Essentially, when opening up the character sheet, the Malady Tracker can not find the nonlethal damage control on the character sheet to attach itself to and throwing this error:
[1/10/2023 11:18:52 AM] [ERROR] window: Control (pc_diseases) anchoring to an undefined control (nonlethal) in windowclass (charsheet_main)
Would StrainInjury remove/rename this control that would cause this exception to the thrown? And is this compatibility something that you would fix? Or should I bring it to bmos's attention?
Kelrugem
January 11th, 2023, 05:26
I've had a error popping up for awhile and I believe I found the issue is compatibility between your StrainInjury plus extended automation and overlays and bmos's Malady Tracker. Essentially, when opening up the character sheet, the Malady Tracker can not find the nonlethal damage control on the character sheet to attach itself to and throwing this error:
Would StrainInjury remove/rename this control that would cause this exception to the thrown? And is this compatibility something that you would fix? Or should I bring it to bmos's attention?
Ah, indeed, StrainInjury removes nonlethal and replaces it either with strain or injury (I think the latter) :)
Thanks for the report, I try to let bmos know so that we can fix it :)
Kelrugem
January 14th, 2023, 08:11
I've had a error popping up for awhile and I believe I found the issue is compatibility between your StrainInjury plus extended automation and overlays and bmos's Malady Tracker. Essentially, when opening up the character sheet, the Malady Tracker can not find the nonlethal damage control on the character sheet to attach itself to and throwing this error:
Would StrainInjury remove/rename this control that would cause this exception to the thrown? And is this compatibility something that you would fix? Or should I bring it to bmos's attention?
By the way, Bmos already fixed it, I think :) He may already have pushed the update :) Thanks to him, he was very fast :D
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